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Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
Liu, Chen-Chung; Cheng, Yuan-Bang; Huang, Chia-Wen – Computers & Education, 2011
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed…
Descriptors: Motivation, Problem Solving, Discovery Processes, Learning Experience
Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving
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
Novak, Elena – ProQuest LLC, 2012
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. In addition, the study focused on examining the effects of a storyline GC on specific learning…
Descriptors: Graduate Students, Games, Simulation, Introductory Courses
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Caudle, Kyle – Journal of Computers in Mathematics and Science Teaching, 2010
In late October 1967, the USS Scorpion was lost at sea, somewhere between the Azores and Norfolk Virginia. Dr. Craven of the U.S. Navy's Special Projects Division is credited with using Bayesian Search Theory to locate the submarine. Bayesian Search Theory is a straightforward and interesting application of Bayes' theorem which involves searching…
Descriptors: Simulation, Probability, Mathematical Applications, Problem Solving
Chang, Shu-Hsuan; Wu, Tsung-Chih; Kuo, Yen-Kuang; You, Li-Chih – Turkish Online Journal of Educational Technology - TOJET, 2012
This study proposed a novel instructional approach, a two-stage LED simulation of Project-based learning (PBL) course with online peer assessment (OPA), and explored how to apply OPA to the different structured problems in a PBL course to enhance students' professional skills in LED design as well as meta-cognitive thinking. The participants of…
Descriptors: Foreign Countries, College Students, Student Projects, Active Learning
Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
Ochoa Alpala, Carol Anne; Roberto Flórez, Eliana Edith – HOW, 2011
Blended Learning has become one of the most common ways to teach EFL (English as a Foreign Language) due to its double component, which integrates Face-to-Face classes with virtual learning in order to offer students a wide range of materials and resources organized in a methodological way. Over the years, teachers and students have changed the…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Second Language Instruction
Conijn, Judith M.; Emons, Wilco H. M.; van Assen, Marcel A. L. M.; Sijtsma, Klaas – Multivariate Behavioral Research, 2011
The logistic person response function (PRF) models the probability of a correct response as a function of the item locations. Reise (2000) proposed to use the slope parameter of the logistic PRF as a person-fit measure. He reformulated the logistic PRF model as a multilevel logistic regression model and estimated the PRF parameters from this…
Descriptors: Monte Carlo Methods, Patients, Probability, Item Response Theory
Davids, Mogamat Razeen; Chikte, Usuf M. E.; Halperin, Mitchell L. – Advances in Physiology Education, 2011
This article reports on the development and evaluation of a Web-based application that provides instruction and hands-on practice in managing electrolyte and acid-base disorders. Our teaching approach, which focuses on concepts rather than details, encourages quantitative analysis and a logical problem-solving approach. Identifying any dangers to…
Descriptors: Electronic Learning, Internal Medicine, Problem Solving, Internet
Rosen, Yigel, Ed.; Ferrara, Steve, Ed.; Mosharraf, Maryam, Ed. – IGI Global, 2016
Education is expanding to include a stronger focus on the practical application of classroom lessons in an effort to prepare the next generation of scholars for a changing world economy centered on collaborative and problem-solving skills for the digital age. "The Handbook of Research on Technology Tools for Real-World Skill Development"…
Descriptors: Technological Literacy, Technology Uses in Education, Problem Solving, Skill Development
Gero, Aharon; Zoabi, Wishah; Sabag, Nissim – Advances in Engineering Education, 2014
Two-year college teachers face great difficulty when they teach the principle of operation of the bipolar junction transistor--a subject which forms the basis for electronics studies. The difficulty arises from both the complexity of the device and by the lack of adequate scientific background among the students. We, therefore, developed a unique…
Descriptors: Foreign Countries, Engineering Education, Animation, Teaching Methods
Improving Students' Problem Solving in a Virtual Chemistry Simulation through Metacognitive Messages
Beal, Carole R.; Stevens, Ronald H. – Society for Research on Educational Effectiveness, 2011
Recent assessments indicate that American students do not score well on tests of scientific problem solving, relative to students in other nations. IMMEX is a web-based virtual environment that provides students with opportunities to solve science problems by viewing information resources through a suite of menu options, developing a hypothesis…
Descriptors: Feedback (Response), Chemistry, Problem Solving, Educational Technology

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