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Wang, Yi-Hsuan – Educational Technology Research and Development, 2020
This study aims to extend the learning advantages of game-based learning from formal education to informal learning, and to develop a role-playing game (RPG) to help students familiarize themselves with a new school. Several game elements and principles were considered during the design stage, and the tasks were embedded into a macro-context to…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Role Playing
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Bressler, Denise M.; Shane Tutwiler, M.; Bodzin, Alec M. – Educational Technology Research and Development, 2021
We report on a design-based research study that was conducted over three iterations. It chronicles the design, development, and implementation of School Scene Investigators, a forensic science game series for middle school students that utilizes mobile augmented reality. Played on mobile devices while exploring the school environment, School Scene…
Descriptors: Science Interests, Student Interests, Science Education, Educational Games
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Arphattananon, Thithimadee – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2020
Multicultural education aims for social justice and a democratic society in that education should eradicate structural inequality and unequal power among majority and minority groups. These critical aims of multicultural education have been toned down when it comes to practice. In many parts of the world, multicultural education is often…
Descriptors: Multicultural Education, Social Studies, Teaching Methods, Foreign Countries
Cram, Andrew; Hedberg, John G.; Gosper, Maree; Dick, Geoff – Research in Learning Technology, 2011
Contemporary theories of problem-solving highlight that expertise is domain specific, contingent on the social context and available resources, and involves knowledge, skills, attitudes, emotions and values. Developing educational activities that incorporate all of these elements is a challenge. Through case studies, this paper outlines how…
Descriptors: Expertise, Problem Solving, Social Environment, Learning Activities
Squire, Kurt D. – Educational Technology, 2008
Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…
Descriptors: School Activities, Video Games, After School Programs, Scientific Literacy
Laktasic, Stanley G. – 1976
Simulation is the duplication of the essential characteristics of a task or situation. It represents three elements of the teaching-learning process: (1) stimulus situation; (2) response; and (3) feedback. The uses of simulation may fall into one of three general categories: research--the generation of information about an operational or proposed…
Descriptors: Administrator Education, Critical Incidents Method, Decision Making, Educational Media
Robinson, John, Ed.; Barnes, Neil, Ed. – 1968
Based on papers and discussions at a national conference organized by the British Broadcasting Corporation and the University of Aston in Birmingham in July 1967, this book outlines the principles of modern industrial training, based on task and skill analysis, and looks at the part that new learning resources can play in implementing these…
Descriptors: Broadcast Industry, Business Responsibility, Educational Media, Educational Radio
Marttunen, Miika; Laurinen, Leena – 1999
In a teaching experiment, 16 face-to-face and 11 e-mail Finnish university students engaged in an argumentation course. The 19 students of the control group did not study argumentation. The course involved two lectures, exercises with argumentative texts, and face-to-face or e-mail seminar discussions based on these texts. The topics of the texts…
Descriptors: Computer Assisted Instruction, Debate, Discussion (Teaching Technique), Distance Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers