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Ramesh Singh – Chemical Engineering Education, 2025
The overall performance of a chemical plant goes beyond engineering design and optimization. Operational factors such as teamwork, communication, human oversight, and process troubleshooting are crucial in determining the plant's safety and profitability. This paper proposes the integration of simulation-based teaching into the chemical…
Descriptors: Chemical Engineering, Facilities, Job Skills, Computer Simulation
Yunfei Niu; Yan Dong; Jianwei Zhang; Shu Zhang; Ying Cao – Education and Information Technologies, 2025
This study aimed to determine the importance of socialization through sports as exemplified by athletics using interactive technologies for better socialization of students. The Small Group Socialization Scale (SGSS) was utilized for the measurement of socialization. The researchers conducted the study based on the Physical Education Department…
Descriptors: Athletics, Socialization, Technology Uses in Education, Physical Education
Reeves, Shalaunda; Imperial, Lorelie; Crippen, Kent – Journal of Computers in Mathematics and Science Teaching, 2022
Pre-laboratory tasks are a best practice for preparing students for learning in the laboratory. Virtual labs, which use virtual reality to place students in an emulation of a physical laboratory where they have the capacity to manipulate equipment and materials as approximations of scientific practice, are emerging as an alternative to the…
Descriptors: Science Laboratories, Computer Simulation, College Science, College Freshmen
Kristen M. Brown; Julianne Perretta; Geoffrey Miller; Gregory Gilbert; Mindi Anderson; Catherine Horvath; Nancy Sullivan; Justin Jeffers; Sandra Swoboda; Nicole Shilkofski; Dierra Green; Shawna Mudd – Journal of Interactive Learning Research, 2023
Background: Current methods for interprofessional education (IPE) incorporating simulation for team training poses challenges. Frequent challenges to traditional approaches include adequate time, resources, simulation space, equipment, and trained faculty. Multi-player virtual reality (VR) may be a solution. Methods: A quantitative,…
Descriptors: Professional Education, Interprofessional Relationship, Medical Students, Nursing Students
Adefila, A.; Opie, J.; Ball, S.; Bluteau, P. – Innovations in Education and Teaching International, 2020
Computer-supported collaborative learning (CSCL) environments could be innovative teaching resources, providing a social space for students to engage in transformative learning. However, poor design and structure mean CSCL do not readily support skill acquisition. This study examined student engagement and learning experiences using a virtual…
Descriptors: Teaching Methods, Computer Simulation, Educational Technology, Technology Uses in Education
Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
Chujitarom, Wannaporn; Piriyasurawong, Pallop – International Education Studies, 2017
This study aims to synthesize an Animation Augmented Reality Book Model (AAR Book Model) to enhance teamwork and to assess the AAR Book Model to enhance teamwork. Samples are five specialists that consist of one animation specialist, two communication and information technology specialists, and two teaching model design specialists, selected by…
Descriptors: Teamwork, Animation, Models, Specialists
Lainema, Kirsi; Lainema, Timo; Hämäläinen, Raija; Heinonen, Kirsi – International Association for Development of the Information Society, 2019
Analysis of the applicability of a learning technology requires evaluating how the affordances of the technology respond to the users' needs. We examine affordances of a digital learning environment. We concentrate on organizational and socio-interactional affordances, which are based on technological affordances. The analysis shows how…
Descriptors: Educational Technology, Technology Uses in Education, Student Needs, Program Effectiveness
Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno – British Journal of Educational Technology, 2013
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…
Descriptors: Computer Simulation, Computer Games, Leadership Styles, Graduate Students
Pozzi, Rossella; Noè, Carlo; Rossi, Tommaso – European Journal of Engineering Education, 2015
According to the literature, in recent years, developing experiential learning has fulfilled the requirement of a deep understanding of lean philosophy by engineering students, demonstrating the advantages and disadvantages of some of the key principles of lean manufacturing. On the other hand, the literature evidences how some kinds of game-based…
Descriptors: Experiential Learning, Engineering Education, Manufacturing, Engineering Technology
Chen, Chwen Jen – Themes in Science and Technology Education, 2009
This article elaborates on how the technical capabilities of virtual reality support the constructivist learning principles. It introduces VRID, a model for instructional design and development that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education

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