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Jason K. McDonald; Jonathan Balzotti; Melissa Franklin; Jessica Haws; Jamin Rowan – International Journal of Designs for Learning, 2023
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the…
Descriptors: Computer Simulation, Program Design, Program Development, Barriers
Vlasios Kasapakis; Elena Dzardanova; Spyros Vosinakis; Androniki Agelada – Interactive Learning Environments, 2024
Non-Verbal Cues (NVCs) add to communication effectiveness among individuals in both real and virtual world. Thus, NVCs transference between the two receives increased attention from both the industry and research community. Their efforts lead to sophisticated technological solutions which allow high fidelity NVCs to be transferred from real…
Descriptors: Sign Language, Nonverbal Communication, Cues, Computer Simulation
Penet, J. C.; Fernandez-Parra, Maria – Interpreter and Translator Trainer, 2023
Human emotions are profoundly social and this becomes particularly salient in the translation profession, where translators often need to withstand close scrutiny of their work by fellow translators, revisers, project managers, clients, etc. The emotions arising from those relationships can be remarkably diverse, from mild to intense, from…
Descriptors: Translation, Emotional Intelligence, Professional Education, Second Languages
Özkal, Ibrahim; Kiliçer, Kerem – International Technology and Education Journal, 2022
The purpose of this study was to develop a 3D virtual reality environment and to examine its effectiveness in order to facilitate the adaptation and integration of immigrant students into school. In the study, which was carried out in two stages, the design-based research method and the mixed research method were used, respectively. In the study…
Descriptors: Computer Simulation, Program Development, Program Effectiveness, Immigrants
Modding Europa Universalis IV: An Informal Gaming Practice Transposed into a Formal Learning Setting
Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
Carmody, Cathy; Duffy, Sean; Brown, Lynne; Del Fabbro, Letitia – International Journal of Work-Integrated Learning, 2020
Student success in nursing degree programs is contingent upon work-integrated learning (WIL) success, particularly given the mandated curriculum requirement for clinical hours in WIL environments. The impacts of COVID-19 disrupted study and resulted in anxiety for nursing students. For most first year nursing students this also included an…
Descriptors: COVID-19, Pandemics, Foreign Countries, Nursing Education
Coneyworth, Lisa; Jessop, Rachel; Maden, Pauline; White, Gavin – Innovations in Education and Teaching International, 2020
Taught postgraduate students in the UK have a limited timeframe for study, with most full-time courses requiring intense scholarship, typically over a 12-month period. Many of these students face challenges and concerns with the transition from undergraduate to taught postgraduate study as they adapt to a new learning environment with higher…
Descriptors: Well Being, Graduate Students, Student Adjustment, Feedback (Response)
Jackson, Denise – Journal of College Student Development, 2019
I explored the perceived effectiveness of Australian undergraduate degree programs in preparing students for contemporary work. I examined student perceptions of program development of work-related knowledge and skills in Australia between 2013 and 2016 using national (N = 215,161) and institutional (N = 4,934) data. Variations in perceptions were…
Descriptors: Student Attitudes, Education Work Relationship, Career Readiness, Undergraduate Students
Freedman, Justin E.; Dotger, Benjamin H.; Samburskiy, Denis – Language Learning in Higher Education, 2021
In countries such as the United States and Canada, an increasing number of non-native English speaking graduate students work in the capacity of university teaching assistants. Over the past several decades, a number of communication challenges between non-native English speaking International Teaching Assistants (ITAs) and native English-speaking…
Descriptors: Teaching Assistants, Second Language Learning, Second Language Instruction, English (Second Language)
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
Miller, Haynes R.; Upton, Deborah S. – Journal of Science Education and Technology, 2008
The d'Arbeloff Interactive Mathematics Project or d'AIMP is an initiative that seeks to enhance and ultimately transform the teaching and learning of introductory mathematics at the Massachusetts Institute of Technology. A result of this project is a suite of "mathlets," a carefully developed set of dynamic computer applets for use in the…
Descriptors: Equations (Mathematics), Calculus, Mathematics Instruction, College Instruction
Trent, Linda M. – Principal, 1993
Troubled by students' attitudes toward disabled children, a Florida elementary school principal asked special education teachers to brainstorm some awareness activities. The resulting program, Handicapped Awareness through Stimulation (HATS), had four objectives: sensitizing students, providing interaction opportunities, developing empathy, and…
Descriptors: Attitudes toward Disabilities, Disabilities, Elementary Education, Learning Activities
Bennett, Stan – 1985
Described is the development and evaluation of the Micro-Place Social Studies Curriculum, an instructional system for teaching economics and law concepts at the fifth grade level. The curriculum is based on a miniature market economy that requires students to provide food, clothing, and shelter cards for simulated families. Students own businesses…
Descriptors: Academic Achievement, Course Descriptions, Course Evaluation, Economics Education
Boyd, Aimee M.; Jackson, Melinda L. – 2002
The EnterTech Project was a collaboration of over 80 coalition members (employers, educators, community-based organizations, government entities) whose purpose was to develop a training program to prepare unskilled workers for employment opportunities in Texas high-tech industries. Development of the EnterTech curriculum and instructional design…
Descriptors: Adult Education, Computer Assisted Instruction, Computer Simulation, Curriculum Development