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Ezequiel Scott; Marcelo Campo – Interactive Learning Environments, 2023
Scrum is one of the most used frameworks for agile software development because of its potential improvements in productivity, quality, and client satisfaction. Academia has also focussed on teaching Scrum practices to prepare students to face common software engineering challenges and facilitate their insertion in professional contexts.…
Descriptors: Computer Simulation, Training, Computer Software, Computer Science Education
Dionafer Bangga-Modesto – Science Education International, 2024
This study aimed to investigate the perception of STEM students (n = 147) on using mobile Augmented Reality (AR) across gender and learning styles in physics online classes. It utilized embedded mixed-method research and purposive sampling. An instrument named Students Perception in Integrating Mobile AR in Physics Class was developed and has…
Descriptors: Student Attitudes, Simulated Environment, Handheld Devices, Computer Simulation
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein – Education and Information Technologies, 2021
Three-Dimensional Virtual World (3DVW) is one of the promising innovations in the field of information and communication technologies. 3DVWs include user-created content, and they allow for user-defined purpose and a sense of presence. Users are able to navigate in and manipulate objects within the virtual environment through their avatar. This…
Descriptors: Outcomes of Education, Computer Simulation, Student Attitudes, Student Participation
Kwiatek, Piotr; Papakonstantinidis, Stavros; Limani, Emira – Marketing Education Review, 2022
Group composition presents a compelling, significant, and timely topic for educators, given the widespread use of group assignments in today's pedagogical models. This paper adopts a Fuzzy Set Qualitative Comparative Analysis (fsQCA) as a systematic approach to investigate the conditions for high learning performance in marketing simulations. We…
Descriptors: Cognitive Style, Marketing, Undergraduate Students, Student Attitudes
Halili, Siti Hajar; Mohsin, Norharyanti; Razak, Rafiza Abdul – International Journal of Web-Based Learning and Teaching Technologies, 2021
This study aimed at identifying students' perception in terms of motivation, learning and engagement in using mobile flipped classroom approach based on Kolb's Learning Cycle (1984). This quantitative study was conducted using a questionnaire to collect the data. The collected data was analyzed using descriptive analysis (percentage, means and…
Descriptors: Student Attitudes, Flipped Classroom, Handheld Devices, Cognitive Style
Ismaeel, Dina A.; Al Mulhim, Ensaf N. – International Education Studies, 2019
This paper aims to investigate the influence of augmented reality technology on the achievement and attitudes of student tolerance for ambiguity. Seventy-eight undergraduate students at King Faisal University participated in the experiment, in two groups according to their learning style (tolerant or intolerant of ambiguity). The findings revealed…
Descriptors: Undergraduate Students, Computer Simulation, Simulated Environment, Educational Technology
Tacgin, Zeynep – Educational Media International, 2020
This research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment -- myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Learning Processes
Islam, Zahid – Design and Technology Education, 2019
It is evident from previous research that learner preference, cognitive load and effective learning are interconnected. Designers' individual characteristics and preferred modality of information delivery in the design studio has direct relation to the effective use of the information delivered. This study evaluates and discusses possibilities of…
Descriptors: Preferences, Constructivism (Learning), Cognitive Ability, Design
Ibrahim, Karim Hesham Shaker – ProQuest LLC, 2016
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…
Descriptors: Semitic Languages, Second Language Learning, Management Development, Video Games
Balakrishnan, B.; Woods, P. C. – European Journal of Engineering Education, 2013
Over the years, rapid development in computer technology has engendered simulation-based laboratory (lab) in addition to the traditional hands-on (physical) lab. Many higher education institutions adopt simulation lab, replacing some existing physical lab experiments. The creation of new systems for conducting engineering lab activities has raised…
Descriptors: Engineering Education, Laboratory Experiments, Student Experience, Student Surveys
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
Mohr, Alexander Toni; Holtbrugge, Dirk; Berg, Nicola – Teaching in Higher Education, 2012
This paper uses data gathered from 953 students to investigate how far individuals' preferences for a particular learning style are associated with the perceived usefulness of e-learning. Our findings reveal the effect of individuals' learning styles as well as their gender and professional experience on the perceived usefulness of different forms…
Descriptors: Instructional Design, Cognitive Style, Electronic Learning, Correlation
Kommers, Piet, Ed.; Viana, Adriana Backx Noronha, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 7th International Conference on Educational Technologies 2020 (ICEduTech 2020), which has been organised by the International Association for Development of the Information Society and co-organised by the University of São Paulo ("Universidade de São Paulo"), Brazil, from 5 to 7 February 2020.…
Descriptors: Cognitive Style, Handheld Devices, Telecommunications, Graduate Students
Willshire, Michael – School Science Review, 2013
In a relatively short space of time, classrooms have become full of computers, gadgets and electronic devices. Technology will only continue to become more sophisticated, more efficient and more abundant in schools. But how desirable is this technological revolution and to what extent should it develop? To measure the effectiveness and popularity…
Descriptors: Foreign Countries, Secondary School Students, Secondary School Teachers, Student Attitudes
Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
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