Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 11 |
Since 2016 (last 10 years) | 26 |
Since 2006 (last 20 years) | 44 |
Descriptor
Experiential Learning | 80 |
Problem Solving | 80 |
Simulation | 45 |
Computer Simulation | 39 |
Teaching Methods | 32 |
Foreign Countries | 22 |
Educational Games | 19 |
Cooperative Learning | 13 |
Educational Technology | 12 |
Higher Education | 12 |
Computer Uses in Education | 11 |
More ▼ |
Source
Author
Akerson, Valarie, Ed. | 2 |
Shelley, Mack, Ed. | 2 |
Aanstoos, Christopher M. | 1 |
Adib Hamdani | 1 |
Bandaranaike, Suniti | 1 |
Bearkland, Mary | 1 |
Benakli, Nadia | 1 |
Berk, Louis J. | 1 |
Berki, Eleni | 1 |
Boehrer, John | 1 |
Borst, Richard | 1 |
More ▼ |
Publication Type
Education Level
Audience
Practitioners | 12 |
Teachers | 10 |
Researchers | 2 |
Students | 1 |
Location
Turkey | 4 |
Australia | 3 |
Taiwan | 3 |
China | 2 |
France | 2 |
Malaysia | 2 |
Russia | 2 |
United Kingdom (London) | 2 |
Africa | 1 |
Costa Rica | 1 |
Finland | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Chun-Chun Chang; Gwo-Jen Hwang – Interactive Learning Environments, 2023
In professional training courses, developing incumbents' professional knowledge and problem-solving skills when facing clinical and urgent situations is a crucial point. In conventional professional training, usually the learning content is delivered in a lecture-based mode using instructional videos with some case studies. In such a training…
Descriptors: Experiential Learning, Computer Simulation, Problem Solving, Competence
Uzun, Ceyhun; Uygun, Kamil – International Journal of Contemporary Educational Research, 2022
The study aims to reveal the effect of simulation-based experiential learning applications on gaining problem-solving skills in the Social Studies curriculum. The research was carried out in an experimental model, and the data were obtained according to the controlled pre-test and post-test approach. Social process simulation, as a type of social…
Descriptors: Simulation, Experiential Learning, Problem Solving, Social Studies
Hosseinali Gholami; Nur Azam Abdullah; Adib Hamdani – Mathematics Teaching Research Journal, 2023
Optimization is a vital mathematical concept widely applied in various engineering fields. However, teaching this subject to engineering students often involves abstract materials, making it challenging for them to grasp. To address this issue, a group of five mathematics lecturers collaborated on designing a practical lesson on optimization for…
Descriptors: Mathematics, College Freshmen, Engineering, Lesson Plans
Jang, Deok-Jin; Kong, Ha-Sung – Journal of Education and e-Learning Research, 2023
Safety education aims to promote safe habits through experience-oriented education that combines knowledge, skills and attitudes. However, in situations where experience-oriented safety education is challenging, realistic content created through technological advancements can indirectly function as an excellent safety education tool that allows…
Descriptors: Safety Education, Curriculum Development, Simulation, Fire Protection
Yueh-Min Huang; Wei-Sheng Wang; Hsin-Yu Lee; Chia-Ju Lin; Ting-Ting Wu – Journal of Computer Assisted Learning, 2024
Background: Virtual reality (VR) offers significant potential for hands-on learning environments by providing immersive and visually stimulating experiences. Interacting with such environments can bring numerous benefits to learning, including enhanced engagement, knowledge construction, and higher-order thinking. However, many current VR studies…
Descriptors: Computer Simulation, Feedback (Response), Reflection, Experiential Learning
Scholes, Colin A.; Hu, Guoping – Chemical Engineering Education, 2021
A practical for students to experience a process plant is presented, based on operating a solvent absorption plant for carbon dioxide capture. The student must operate the plant in assigned roles that closely identify with a chemical plant environment, to achieve specific performance targets. Students must overcome technical challenges that…
Descriptors: Chemical Engineering, Engineering Education, Facilities, Chemistry
Brau, Rebekah Inez; Gardner, John W.; Webb, G. Scott; McDonald, Jason K. – Decision Sciences Journal of Innovative Education, 2019
We develop a single-class period learning game for the Plan-Do-Study-Act (PDSA) improvement cycle. The experiential activity walks teams through the PDSA problem-solving process as they create paper American footballs and improve their performance using each step of the cycle. The game is one of the first to focus on PDSA. Key benefits include…
Descriptors: Supply and Demand, Class Activities, Educational Games, Experiential Learning
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Chen, Jyun-Chen; Huang, Yun; Lin, Kuen-Yi; Chang, Yu-Shan; Lin, Hung-Chang; Lin, Chien-Yu; Hsiao, Hsien-Sheng – Journal of Computer Assisted Learning, 2020
This study combined virtual reality (VR) technology, the 6E (Engage, Explore, Explain, Engineer, Enrich, and Evaluate) model, and STEM (Science, Technology, Engineering, and Mathematics) education to develop a hands-on activity aimed at helping students to achieve "learning by doing." The participants were 162 tenth-grade students,…
Descriptors: Hands on Science, Computer Simulation, STEM Education, Experiential Learning
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning
Taipalus, Toni; Seppänen, Ville; Pirhonen, Maritta – Journal of Information Systems Education, 2018
Uncertain and ambiguous environments are commonplace in information systems development (ISD) projects, and while different Agile frameworks welcome changes in organizational, technical, and business environments, the incurred uncertainty is known to negatively affect the development process and the quality of the final product. The effects of…
Descriptors: Computer Software, Problem Based Learning, Information Systems, Simulation