Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 21 |
Descriptor
Computer Simulation | 22 |
Computers | 22 |
Simulated Environment | 22 |
Educational Technology | 12 |
Computer Assisted Instruction | 9 |
Teaching Methods | 9 |
Computer Software | 7 |
Educational Games | 7 |
Instructional Effectiveness | 7 |
Internet | 7 |
Student Attitudes | 7 |
More ▼ |
Source
Author
Arleback, Jonas B. | 1 |
Barwell, Graham | 1 |
Bauer, Malcolm | 1 |
Brack, Greg | 1 |
Buteux, Alyssa | 1 |
Chang, Hsin-Yi | 1 |
Chen, Chih Hung | 1 |
Chen, Sufen | 1 |
Chiou, Guo-Li | 1 |
Coulter, Gail A. | 1 |
De Grove, Frederik | 1 |
More ▼ |
Publication Type
Education Level
Higher Education | 11 |
Postsecondary Education | 10 |
Elementary Secondary Education | 6 |
Middle Schools | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
More ▼ |
Audience
Researchers | 1 |
Students | 1 |
Location
New York | 5 |
United Kingdom | 2 |
Wisconsin | 2 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
California | 1 |
Canada | 1 |
Colorado | 1 |
Connecticut | 1 |
Denmark | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
Verma, Amit; Purohit, Pratibha; Thornton, Timothy; Lamsal, Kamal – Industry and Higher Education, 2023
The fields of augmented reality (AR) and virtual reality (VR) have seen massive growth in recent years. Numerous degree programs have started to redesign their curricula to meet the high market demand for people qualified to fill related job positions. In this paper, the authors perform a content analysis of online job postings hosted on…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Terrell K. Glenn – ProQuest LLC, 2022
Makerspaces can support educational experiences in prototyping for young learners, while physical computing platforms enable high levels of creativity and expression. However, each of these have high barriers of entry, especially for youth without prior experience. Commercial microcontrollers have become a popular tool to use when designing both…
Descriptors: Design, Internet, Simulated Environment, Cooperation
Michelle Marie Carter – ProQuest LLC, 2022
The increase in distance learning offerings and the deficit in providing an equivalent engagement mechanism for haptic subjects for online learners is stimulating educators to seek new pedagogical methods to meet the needs of the curriculum. A quantitative quasi-experimental study deploying a two nonequivalent groups design was conducted to…
Descriptors: Computer Science Education, Computers, Simulated Environment, Computer Simulation
Holden, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2014
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Descriptors: Simulated Environment, Computer Simulation, Computers, Computer Software
Moro, Christian; Stromberga, Zane; Stirling, Allan – Australasian Journal of Educational Technology, 2017
Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Doerr, Helen M.; Arleback, Jonas B.; O'Neil, AnnMarie H. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2012
While computing technologies are widely available in secondary schools, these technologies have had only limited impact on changing classroom practices. Partly, this can be attributed to an underdeveloped understanding of the role of the teacher in engaging in classroom practices that can support student learning with technology. In this study, we…
Descriptors: Teaching Methods, Academic Achievement, Secondary School Mathematics, Technology Uses in Education
Scoresby, Jon; Shelton, Brett E. – Instructional Science: An International Journal of the Learning Sciences, 2011
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Descriptors: Educational Technology, Data Analysis, Simulated Environment, Educational Games
Chen, Sufen; Lo, Hao-Chang; Lin, Jing-Wen; Liang, Jyh-Chong; Chang, Hsin-Yi; Hwang, Fu-Kwun; Chiou, Guo-Li; Wu, Ying-Tien; Lee, Silvia Wen-Yu; Wu, Hsin-Kai; Wang, Chia-Yu; Tsai, Chin-Chung – Physical Review Special Topics - Physics Education Research, 2012
Technology has been widely involved in science research. Researchers are now applying it to science education in an attempt to bring students' science activities closer to authentic science activities. The present study synthesizes the research to discuss the development of technology-enhanced laboratories and how technology may contribute to…
Descriptors: Physics, Educational Change, Science Instruction, Laboratories
Fox, Kaitlyn; Whitehead, Anthony – Interactive Technology and Smart Education, 2011
Purpose: In the authors' experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a three-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. The purpose of this paper is to examine options for pose presentation. Design/methodology/approach: The authors…
Descriptors: Foreign Countries, Feedback (Response), Photography, Training Methods
Singh, Gurmukh – Journal of Educational Technology Systems, 2012
The present article is primarily targeted for the advanced college/university undergraduate students of chemistry/physics education, computational physics/chemistry, and computer science. The most recent software system such as MS Visual Studio .NET version 2010 is employed to perform computer simulations for modeling Bohr's quantum theory of…
Descriptors: Undergraduate Students, Quantum Mechanics, Physics, Chemistry
Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
Barwell, Graham; Moore, Chris; Walker, Ruth – Australasian Journal of Educational Technology, 2011
The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation…
Descriptors: Social Systems, Pilot Projects, Computer Assisted Instruction, Student Evaluation
Ray, Beverly; Coulter, Gail A. – Journal of Digital Learning in Teacher Education, 2010
This research examined the change in the perceptions of preservice teachers regarding the use of digital minigames to support middle school level social studies learning. The results of a Wilcoxon Signed Ranks Test for matched pairs revealed that participants' (N = 18) perceptions were positively modified by participation in a series of digital…
Descriptors: Preservice Teachers, Middle Schools, Elementary Education, Educational Games
Previous Page | Next Page »
Pages: 1 | 2