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Mohamad Iyad Al-Khiami; Martin Jaeger; Sayed Mohamad Soleimani; Abdulhadi Kazem – Journal of Computer Assisted Learning, 2024
Background Study: The research discusses the need for a paradigm shift in engineering education current practices to accommodate the digital native students. The paper emphasizes the importance of integrating disruptive technologies, namely Virtual Reality (VR) through Head Mounted Displays VR (HMD VR) and Desktop Based VR (DB VR) and comparing it…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Motivation
Md Masum Ikbal Patwary; Asher John; Soomin Park; Yu Zhao; Dong-Heon Kwak; Butje Eddy Patuwo – Journal of Information Systems Education, 2025
Gamification, using game elements in nongame contexts, is widely recognized for its efficacy in training individuals within organizational and academic environments. Specifically, it has gained significant attention in training to operate complex systems like enterprise resource planning (ERP). However, research has generally overlooked how…
Descriptors: Gamification, Cognitive Ability, Student Motivation, Training
Ayse Arikan Dönmez; Afra Çalik; Kübra Terzi; Sevgisun Kapucu – Education and Information Technologies, 2025
The present pilot study aimed to develop, implement, and evaluate an escape room game for oncologic emergencies. This quasi-experimental pilot study was developed and evaluated by teachers for an oncology nursing course. A total of 76 nursing students ?participated in the study. After completing the game, students were given access to the data…
Descriptors: Puzzles, Educational Games, Undergraduate Students, Nursing Students
Brendan A. Schuetze – Educational Psychology Review, 2024
The computational model of school achievement represents a novel approach to theorizing school achievement, conceptualizing educational interventions as modifications to students' learning curves. By modeling the process and products of educational achievement simultaneously, this tool addresses several unresolved questions in educational…
Descriptors: Computation, Growth Models, Academic Achievement, Student Evaluation
Spencer Shanks; Jiakun Jack Zhang – Journal of Political Science Education, 2024
Simulations are increasingly recognized for promoting active learning and student engagement and fostering career skills. Yet whether and how simulations facilitate learning, engagement, or both are still subjects of considerable debate. Many existing studies tend to be observational in design, constrained to a single semester, or reliant on…
Descriptors: College Students, Simulation, Learning Activities, Learner Engagement
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Skjelbred, Siv-Elisabeth; Daus, Stephan – Journal of Computer Assisted Learning, 2022
Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study…
Descriptors: Marketing, Simulation, Game Based Learning, Student Motivation
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
Shlyonsky, Vadim – Physics Teacher, 2021
Physics teachers around the world are trying to create classroom environments that would allow life science students to be more intrinsically motivated in their work. These efforts include, among others, matching classroom activities to students' interests as well as structurally variable activities to match different student abilities. While…
Descriptors: Foreign Countries, Physics, Science Interests, Student Motivation
Dvir, Michal; Ben-Zvi, Dani – British Journal of Educational Technology, 2022
In today's information age, developing data science competencies has become vital to fostering responsible citizenry. However, the actual techniques learners need to become proficient in are still somewhat "in-construction", as the relatively new field of data science is constantly expanding to meet new data-related demands. Data science…
Descriptors: Middle School Students, Data, Data Analysis, Interdisciplinary Approach
Zhang, Yingyuan; Li, Weiguang; Yang, Jianwei; Liu, Zhishuang; Wu, Linna – Education and Information Technologies, 2023
Research objectives: specify the framework of using cutting-edge approaches and innovations in the training of rehabilitation physicians; investigate existing innovative technologies; get an insight into the motivation of students majoring in rehabilitation when working with the Gross simulator in sports rehabilitation of patients. The research…
Descriptors: Rehabilitation, Athletics, Training, Educational Technology
Seán Roe; Mary K. McGahon; Sharon Parkinson; Etain Tansey; Paul Murphy – Advances in Physiology Education, 2024
The early years of physiology education in medical curricula provide unique challenges. As well as inculcating concepts that are seen as difficult, modern curricula require that students learn in context in case-based learning courses. Additionally, regulating bodies stress that the soft skills of compassion, communication, and empathy are…
Descriptors: Medical Education, Physiology, Drama, Teaching Methods
Cohen, Alex; Alden, John; Ring, Jonathan – Journal of Political Science Education, 2021
Active learning--and gaming, in particular--is now a well-established part of many political science courses. First, we discuss the design and implementation of a "Gateway Game", a pedagogical tool with broad applicability and test its effectiveness in increasing student motivation, satisfaction, and learning. Crucially, we provide…
Descriptors: Educational Games, Active Learning, Political Science, Student Interests
Nickl, Michael; Huber, Sina A.; Sommerhoff, Daniel; Codreanu, Elias; Ufer, Stefan; Seidel, Tina – International Journal of Educational Technology in Higher Education, 2022
Assessing students on-the-fly is an important but challenging task for teachers. In initial teacher education, a call has been made to better prepare pre-service teachers for this complex task. Advances in technology allow this training to be done through authentic learning environments, such as video-based simulations. To understand the learning…
Descriptors: Simulation, Video Technology, Preservice Teachers, Preservice Teacher Education
Glover, Kevin R.; Bodzin, Alec – TechTrends: Linking Research and Practice to Improve Learning, 2021
Career and Technical Education (CTE) Emerging Health Professional (EHP) programs are primarily populated by female students in the U.S. The development and testing of innovative educational models such as serious simulation games have been suggested for greater internalization of hand hygiene best practices behaviors for EHP students, but 50% of…
Descriptors: Student Centered Learning, Hygiene, Best Practices, Vocational Education