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Showing 1 to 15 of 53 results Save | Export
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Westera, Wim – Interactive Learning Environments, 2018
This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…
Descriptors: Computation, Models, Simulation, Games
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Balwant, Paul Tristen; Doon, Roshnie – International Journal of Educational Technology in Higher Education, 2021
In higher education, one commonly used teaching approach that is intended to develop deep learning is that of the 'Oxford' tutorial--a personalized Socratic approach in which an instructor discusses course-related issues with a handful of students. Even though this conventional tutorial model is well supported in the literature, it may be…
Descriptors: Tutoring, Tutors, Teaching Methods, Questioning Techniques
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Hao, Jiangang; Smith, Lawrence; Mislevy, Robert; von Davier, Alina; Bauer, Malcolm – ETS Research Report Series, 2016
Extracting information efficiently from game/simulation-based assessment (G/SBA) logs requires two things: a well-structured log file and a set of analysis methods. In this report, we propose a generic data model specified as an extensible markup language (XML) schema for the log files of G/SBAs. We also propose a set of analysis methods for…
Descriptors: Evaluation Methods, Games, Computer Assisted Testing, Data Collection
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Sandberg, J. A. C.; Wielinga, B. J.; Christoph, L. H. – Computers & Education, 2012
The main research question in this article concerns the added value of a prescriptive model in a simulation/gaming environment: KM Quest. KM Quest is meant to support students in the acquisition of both declarative and procedural knowledge in the domain of Knowledge Management (KM). The prescriptive model (KM model) embedded in the KM Quest…
Descriptors: Knowledge Management, Metacognition, Learning, Experiments
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Clement, Benjamin; Roy, Didier; Oudeyer, Pierre-Yves; Lopes, Manuel – Journal of Educational Data Mining, 2015
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two…
Descriptors: Learning Activities, Intelligent Tutoring Systems, Models, Teaching Methods
Zhu, Shaojian – ProQuest LLC, 2014
Crowdsourcing is an emerging research area that has experienced rapid growth in the past few years. Although crowdsourcing has demonstrated its potential in numerous domains, several key challenges continue to hinder its application. One of the major challenges is quality control. How can crowdsourcing requesters effectively control the quality…
Descriptors: Electronic Publishing, Collaborative Writing, Quality Control, Models
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Van den Bossche, Piet; Gijselaers, Wim; Segers, Mien; Woltjer, Geert; Kirschner, Paul – Instructional Science: An International Journal of the Learning Sciences, 2011
To gain insight in the social processes that underlie knowledge sharing in teams, this article questions which team learning behaviors lead to the construction of a shared mental model. Additionally, it explores how the development of shared mental models mediates the relation between team learning behaviors and team effectiveness. Analyses were…
Descriptors: Teamwork, Cognitive Mapping, Models, Games
Floryan, Mark – ProQuest LLC, 2013
This dissertation presents a novel effort to develop ITS technologies that adapt by observing student behavior. In particular, we define an evolving expert knowledge base (EEKB) that structures a domain's information as a set of nodes and the relationships that exist between those nodes. The structure of this model is not the particularly novel…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Games, Expertise
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Lin, Yu-Ling; Tu, Yu-Zu – Computers & Education, 2012
Business simulation games (BSGs) enable students to practice making decisions in a virtual environment, accumulate experience in application of strategies, and train themselves in modes of decision-making. This study examines the value sought by players of BSG. In this study, a means-end chain (MEC) model was adopted as the basis, and ladder…
Descriptors: College Students, Virtual Classrooms, Content Analysis, Interviews
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Su, Chung-Ho; Cheng, Ching-Hsue – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study aims to explore the factors in a patient's rehabilitation achievement after a total knee replacement (TKR) patient exercises, using a PCA-ANFIS emotion model-based game rehabilitation system, which combines virtual reality (VR) and motion capture technology. The researchers combine a principal component analysis (PCA) and an adaptive…
Descriptors: Foreign Countries, Patients, Patient Education, Rehabilitation
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Nilsson, Elisabet M.; Jakobsson, Anders – Journal of Science Education and Technology, 2011
The empirical study, in this article, involved 42 students (ages 14-15), who used the urban simulation computer game SimCity 4 to create models of sustainable future cities. The aim was to explore in what ways the simulated "real" worlds provided by this game could be a potential facilitator for science learning contexts. The topic investigated is…
Descriptors: World Problems, Student Attitudes, Focus Groups, Interviews
Koenig, Alan D.; Lee, John J.; Iseli, Markus; Wainess, Richard – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The military's need for high-fidelity games and simulations is substantial, as these environments can be valuable for demonstration of essential knowledge, skills, and abilities required in complex tasks. However assessing performance in these settings can be difficult--particularly in non-linear simulations where more than one pathway to success…
Descriptors: Military Training, Fire Protection, Computers, Games
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Kopainsky, Birgit; Pedercini, Matteo; Davidsen, Pal I.; Alessi, Stephen M. – Simulation & Gaming, 2010
Simulation models provide decision support to long-term planning processes. The Bergen Learning Environment for National Development (BLEND) is a game based on a simplified version of Millennium Institute's Threshold 21 model (T21) that sensitizes policy makers in sub-Saharan African nations to the need for simulation-based decision support. The…
Descriptors: Behavior Patterns, Academic Achievement, Models, Computer Simulation
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Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka – Simulation & Gaming, 2011
One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…
Descriptors: Interpersonal Relationship, Interaction, Social Environment, Educational Research
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LeGreco, Marianne; Hess, Aaron; Lederman, Linda C.; Schuwerk, Tara; LaValley, Angela G. – Communication Education, 2010
New communication technologies, including personal response "clickers," have become increasingly popular across college campuses as a way to promote a wide range of practices. This paper calls attention to the need for communication models that account for the usefulness of these new technologies, especially as they relate to health promotion,…
Descriptors: Campuses, Health Promotion, Social Behavior, Drinking
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