Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 21 |
Descriptor
Higher Education | 47 |
Statistical Analysis | 47 |
Computer Simulation | 26 |
Simulation | 22 |
Teaching Methods | 16 |
Computer Assisted Instruction | 14 |
Foreign Countries | 14 |
Educational Technology | 11 |
Research Methodology | 9 |
Questionnaires | 8 |
Undergraduate Students | 8 |
More ▼ |
Source
Author
Abdullahi, Isyaku M. | 1 |
Abe, Yasumi | 1 |
Ahmad, Suleiman A. | 1 |
Alberdi, Mikel | 1 |
Ananda, Azwar | 1 |
Atnip, Gilbert W. | 1 |
Banerjee, Avijit | 1 |
Bekebrede, Geertje | 1 |
Benito, Manuel | 1 |
Bignell, Simon | 1 |
Blackwell, Laird | 1 |
More ▼ |
Publication Type
Education Level
Higher Education | 21 |
Postsecondary Education | 15 |
Elementary Secondary Education | 2 |
Secondary Education | 2 |
Early Childhood Education | 1 |
Junior High Schools | 1 |
Kindergarten | 1 |
Middle Schools | 1 |
Primary Education | 1 |
Audience
Practitioners | 5 |
Teachers | 5 |
Researchers | 4 |
Students | 2 |
Location
Netherlands | 3 |
United Kingdom | 3 |
Canada | 2 |
Germany | 2 |
Japan | 2 |
Spain | 2 |
United States | 2 |
Australia | 1 |
California | 1 |
Colombia | 1 |
Colombia (Bogota) | 1 |
More ▼ |
Laws, Policies, & Programs
Pell Grant Program | 1 |
Assessments and Surveys
Myers Briggs Type Indicator | 1 |
What Works Clearinghouse Rating
Zulfa; Nusi, Ahmad; Ananda, Azwar; Efi, Agusti; Pernantah, Piki Setri – International Journal of Instruction, 2022
This study aims to find a simulation project-based learning model for the Minangkabau Natural Culture subject in higher education. This research method uses the research and development (R and D) development procedure using the Plomp development design that goes through 3 steps, namely: Preliminary Research, Prototyping Phase, and Assessment…
Descriptors: Student Projects, Active Learning, Higher Education, Models
Liu, Yiyuan; Levin, Michael A. – Marketing Education Review, 2018
With the emerging use of analytics tools and methodologies in marketing, marketing educators have provided students training and experiences beyond the soft skills associated with understanding consumer behavior. Previous studies have only discussed how to apply analytics in course designs, tools, and related practices. However, there is a lack of…
Descriptors: Teaching Methods, Data Analysis, Marketing, Curriculum Design
Pablo-Romero, Maria del Populo; Pozo-Barajas, Rafael; Gomez-Calero, Maria de la Palma – Educational Technology & Society, 2012
The IS-ML model is a basic tool used in the teaching of short-term macroeconomics. Teaching is essentially done through the use of graphs. However, the way these graphs are traditionally taught does not allow the learner to easily visualise changes in the curves. The IS-LM simulation program overcomes difficulties encountered in understanding the…
Descriptors: Statistical Analysis, Economics Education, Graphs, Macroeconomics
Parson, Vanessa; Bignell, Simon – Online Learning, 2017
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
Descriptors: Cooperative Learning, Computer Simulation, Problem Based Learning, Teaching Methods
Lukosch, Heide; Groen, Daan; Kurapati, Shalini; Klemke, Roland; Verbraeck, Alexander – International Journal of Game-Based Learning, 2016
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container…
Descriptors: Performance, Foreign Countries, Case Studies, Games
Mayer, Igor; Bekebrede, Geertje; Harteveld, Casper; Warmelink, Harald; Zhou, Qiqi; van Ruijven, Theo; Lo, Julia; Kortmann, Rens; Wenzler, Ivo – British Journal of Educational Technology, 2014
The authors present the methodological background to and underlying research design of an ongoing research project on the scientific evaluation of serious games and/or computer-based simulation games (SGs) for advanced learning. The main research questions are: (1) what are the requirements and design principles for a comprehensive social…
Descriptors: Educational Technology, Computer Games, Computer Simulation, Research Methodology
Casquero, Oskar; Ovelar, Ramón; Romo, Jesús; Benito, Manuel; Alberdi, Mikel – Interactive Learning Environments, 2016
The main objective of this paper is to analyse the effect of the affordances of a virtual learning environment and a personal learning environment (PLE) in the configuration of the students' personal networks in a higher education context. The results are discussed in light of the adaptation of the students to the learning network made up by two…
Descriptors: Case Studies, Higher Education, Educational Technology, Technology Uses in Education
Ahmad, Suleiman A.; Abdullahi, Isyaku M.; Usman, Mohammed – IAFOR Journal of Education, 2015
E-learning is a byproduct of instructional design. Thus online learning designers, in their approaches are expected to be familiar with the epistemological underpinnings of several theories and their consequences on the process of instruction. In the same vein constructivism holds assumptions, that learning is an active process whereby the learner…
Descriptors: Photography, Schools of Education, Foreign Countries, Teaching Methods
Moncada Linares, Sthephanny; Díaz Romero, Andrea Carolina – Interdisciplinary Journal of e-Skills and Lifelong Learning, 2016
As a result of the rapid development of Information and Communication Technology (ICT) and the growing interest in Internet-based tools for language classroom, it has become a pressing need for educators to locate, evaluate and select the most appropriate language-learning digital resources that foster more communicative and meaningful learning…
Descriptors: Check Lists, Communicative Competence (Languages), Web Sites, Computer Assisted Instruction
Pellas, Nikolaos; Kazanidis, Ioannis – Education and Information Technologies, 2015
Nowadays three-dimensional (3D) multi-user virtual worlds (VWs) are the most well-known candidate platforms in Higher education. Despite the growing number of notable studies that have presented VWs as valuable platforms for the e-Education, there is still a paucity of a comparative study in order to be determined the degree of the students'…
Descriptors: Blended Learning, Online Courses, Higher Education, Comparative Education
Buchanan, Taylor L.; Lohse, Keith R. – Measurement in Physical Education and Exercise Science, 2016
We surveyed researchers in the health and exercise sciences to explore different areas and magnitudes of bias in researchers' decision making. Participants were presented with scenarios (testing a central hypothesis with p = 0.06 or p = 0.04) in a random order and surveyed about what they would do in each scenario. Participants showed significant…
Descriptors: Researchers, Attitudes, Statistical Significance, Bias
Watanabe, Satoshi; Murasawa, Masataka; Abe, Yasumi – Center for Studies in Higher Education, 2013
The increasingly competitive and globalizing environment of today's higher education market has compelled many colleges and universities around the world to revamp their academic programs and organizational structures by responsively addressing various contemporary issues raised by internal as well as external stakeholders. It is no exception that…
Descriptors: Foreign Countries, Higher Education, College Faculty, Faculty Workload
Saeed, Nauman; Sinnappan, Sukunesan – International Journal of Virtual and Personal Learning Environments, 2013
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Higher Education
Hew, Khe Foon; Cheung, Wing Sum – Educational Research Review, 2013
Evidence-based practice in education entails making pedagogical decisions that are informed by relevant empirical research evidence. The main purpose of this paper is to discuss evidence-based pedagogical approaches related to the use of Web 2.0 technologies in both K-12 and higher education settings. The use of such evidence-based practice would…
Descriptors: Higher Education, Evidence, Computer Simulation, Web Sites
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement