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Showing 31 to 45 of 128 results Save | Export
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
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Weisberg, Steven M.; Schinazi, Victor R.; Newcombe, Nora S.; Shipley, Thomas F.; Epstein, Russell A. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
There are marked individual differences in the formation of cognitive maps both in the real world and in virtual environments (VE; e.g., Blajenkova, Motes, & Kozhevnikov, 2005; Chai & Jacobs, 2010; Ishikawa & Montello, 2006; Wen, Ishikawa, & Sato, 2011). These differences, however, are poorly understood and can be difficult to…
Descriptors: Experimental Psychology, Cognitive Mapping, Individual Differences, Simulated Environment
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Shirazi, Arezoo; Behzadan, Amir H. – Advances in Engineering Education, 2015
Recent studies suggest that the number of students pursuing science, technology, engineering, and mathematics (STEM) degrees has been generally decreasing. An extensive body of research cites the lack of motivation and engagement in the learning process as a major underlying reason of this decline. It has been discussed that if properly…
Descriptors: Engineering Education, Physical Environment, Simulated Environment, Synthesis
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Muñoz-Cristóbal, Juan A.; Prieto, Luis P.; Asensio-Pérez, Juan I.; Martínez-Monés, Alejandra; Jorrín-Abellán, Iván M.; Dimitriadis, Yannis – Educational Technology & Society, 2015
Different approaches have explored how to provide seamless learning across multiple ICT-enabled physical and virtual spaces, including three-dimensional virtual worlds (3DVW). However, these approaches present limitations that may reduce their acceptance in authentic educational practice: The difficulties of authoring and sharing teacher-created…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Technology Integration
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Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
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Salekhova, Lailya; Nurgaliev, Albert; Zaripova, Rinata; Khakimullina, Nailya – Universal Journal of Educational Research, 2013
This study reveals general didactic concepts of the Expert Systems (ES) development process in the educational area. The proof of concept is based on the example of teaching the 8th grade Algebra subject. The main contribution in this work is the implementation of innovative approaches in analysis and processing of data by expert system as well as…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Algebra, Grade 8
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Bider, Ilia; Henkel, Martin; Kowalski, Stewart; Perjons, Erik – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a project aimed at using simulation for improving the quality of teaching and learning modeling skills. More specifically, the project goal was to facilitate the students to acquire skills of building models of organizational structure and behavior through analysis of internal and external documents, and…
Descriptors: Computer Simulation, Apprenticeships, Multimedia Instruction, Multimedia Materials
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Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro – International Journal of Web-Based Learning and Teaching Technologies, 2013
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
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Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael – Simulation & Gaming, 2013
In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…
Descriptors: Foreign Countries, Computer Games, Public Policy, Policy Formation
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Shook, Anthony; Marian, Viorica – Bilingualism: Language and Cognition, 2013
During speech comprehension, bilinguals co-activate both of their languages, resulting in cross-linguistic interaction at various levels of processing. This interaction has important consequences for both the structure of the language system and the mechanisms by which the system processes spoken language. Using computational modeling, we can…
Descriptors: Listening Comprehension, Language Processing, Bilingualism, Oral Language
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Heise, David R. – Social Psychology Quarterly, 2013
A new theory of interaction within small groups posits that group members initiate actions when tension mounts between the affective meanings of their situational identities and impressions produced by recent events. Actors choose partners and behaviors so as to reduce the tensions. A computer model based on this theory, incorporating reciprocal…
Descriptors: Group Dynamics, Interaction, Group Membership, Psychological Patterns
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Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods
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Machet, Tania; Lowe, David; Gutl, Christian – European Journal of Engineering Education, 2012
This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of…
Descriptors: Laboratory Experiments, Teaching Methods, Models, Theory Practice Relationship
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Jeyaraj, Anand – Journal of Information Systems Education, 2010
The design of enterprise information systems requires students to master technical skills for elicitation, modeling, and reengineering business processes as well as soft skills for information gathering and communication. These tacit skills and behaviors cannot be effectively taught students but rather experienced and learned by students. This…
Descriptors: Information Systems, Simulated Environment, Learning Experience, Teaching Methods
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Chow, Meyrick; Herold, David Kurt; Choo, Tat-Ming; Chan, Kitty – Computers & Education, 2012
Learners need to have good reasons to engage and accept e-learning. They need to understand that unless they do, the outcomes will be less favourable. The technology acceptance model (TAM) is the most widely recognized model addressing why users accept or reject technology. This study describes the development and evaluation of a virtual…
Descriptors: Self Efficacy, Nursing Students, Intention, Electronic Learning
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