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Showing 1 to 15 of 23 results Save | Export
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Torres, Francisco; Neira Tovar, Leticia A.; del Rio, Marta Sylvia – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. Moreover, it also intended to demonstrate that exits a moderating effect of performance improvement when the user experience is taken…
Descriptors: Welding, Workshops, Computer Simulation, Performance
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Chang, C.-J.; Chang, M.-H.; Liu, C.-C.; Chiu, B.-C.; Fan Chiang, S.-H.; Wen, C.-T.; Hwang, F.-K.; Chao, P.-Y.; Chen, Y.-L.; Chai, C.-S. – Journal of Computer Assisted Learning, 2017
Researchers have indicated that the collaborative problem-solving space afforded by the collaborative systems significantly impact the problem-solving process. However, recent investigations into collaborative simulations, which allow a group of students to jointly manipulate a problem in a shared problem space, have yielded divergent results…
Descriptors: Cooperative Learning, Problem Solving, Questionnaires, Feedback (Response)
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Doleck, Tenzin; Jarrell, Amanda; Poitras, Eric G.; Chaouachi, Maher; Lajoie, Susanne P. – Australasian Journal of Educational Technology, 2016
Clinical reasoning is a central skill in diagnosing cases. However, diagnosing a clinical case poses several challenges that are inherent to solving multifaceted ill-structured problems. In particular, when solving such problems, the complexity stems from the existence of multiple paths to arriving at the correct solution (Lajoie, 2003). Moreover,…
Descriptors: Accuracy, Patients, Computer Simulation, Clinical Diagnosis
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Chen, Juanjuan; Wang, Minhong; Dede, Chris; Grotzer, Tina A. – Educational Technology & Society, 2017
The use of external representations has the potential to facilitate inquiry learning, especially hypothesis generation and reasoning, which typically present difficulties for students. This study describes a novel three-dimensional cognitive mapping (3DCM) approach that supports inquiry learning by allowing learners to combine the information on a…
Descriptors: Cognitive Mapping, Inquiry, Active Learning, Abstract Reasoning
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Lee, Chun-Yi; Chen, Ming-Jang – Educational Technology & Society, 2015
The purpose of this study was to investigate the influence of worked examples using virtual manipulatives on the learning performance and attitudes of fifth grade students toward mathematics. The results showed that: (1) the utilization of non-routine examples could promote learning performance of equivalent fractions. (2) Learning with virtual…
Descriptors: Manipulative Materials, Computer Simulation, Teaching Methods, Mathematics Instruction
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Garrett, Michael; McMahon, Mark – Australasian Journal of Educational Technology, 2013
This paper reports on research undertaken to determine the effectiveness of a 3D simulation environment used to train mining personnel in emergency evacuation procedures, designated the Fires in Underground Mines Evacuation Simulator (FUMES). Owing to the operational constraints of the mining facility, methods for measuring learning transfer were…
Descriptors: Transfer of Training, Computer Simulation, Mining, Training
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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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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Faridi, Mohammad Rishad; Al Kahtani, Nasser Saad; Alam, Teg; Malki, Said – International Education Studies, 2014
Catch 'em young for imparting hands-on rigorous academic training. This is what has been relentlessly pursued while dealing with the undergraduate students of business management who are to be thoroughly exposed to the whole gamut of quality work life. Whether they opt for corporate career or pursue masters or choose be an entrepreneur, their…
Descriptors: Business Administration Education, Undergraduate Students, Quality Control, Educational Quality
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Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
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Wu, Ko-Chiu; Huang, Po-Yuan – Journal of Educational Computing Research, 2015
This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
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Oksanen, Kimmo; Hämäläinen, Raija – International Journal of Game-Based Learning, 2013
Collaborative serious games have proven to have the potential to support joint knowledge construction, and there is a growing interest in applying such games to promote high-level learning. However, most of the existing studies have focused on the effects of functional, task-specific support while ignoring the social aspects of collaborative…
Descriptors: Educational Games, Cooperative Learning, Interpersonal Relationship, Social Behavior
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Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav – European Journal of Engineering Education, 2015
Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…
Descriptors: Video Technology, Teaching Methods, Science Instruction, Physics
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Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
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Garcia, I.; Pacheco, C. – Computers & Education, 2013
Many courses for elementary school are based upon teacher presentation and explanation of basic topics, rather than allowing students to develop their own knowledge. This traditional model may turn elementary-level lessons into an extremely theoretical, boring and non-effective process. In this context, research in mathematics elementary education…
Descriptors: Foreign Countries, Elementary School Students, Constructivism (Learning), Mathematics Education
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