Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 28 |
Since 2006 (last 20 years) | 47 |
Descriptor
Higher Education | 60 |
Simulated Environment | 60 |
Teaching Methods | 60 |
Educational Technology | 35 |
Technology Uses in Education | 33 |
Foreign Countries | 32 |
Computer Simulation | 22 |
Educational Games | 18 |
Online Courses | 15 |
Simulation | 14 |
College Students | 13 |
More ▼ |
Source
Author
Publication Type
Education Level
Higher Education | 46 |
Postsecondary Education | 33 |
Secondary Education | 5 |
Elementary Education | 4 |
Elementary Secondary Education | 2 |
Middle Schools | 2 |
Adult Education | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
High Schools | 1 |
More ▼ |
Location
Australia | 6 |
United Kingdom | 6 |
Brazil | 5 |
Spain | 5 |
Canada | 3 |
Germany | 3 |
Italy | 3 |
Japan | 3 |
United Kingdom (England) | 3 |
United States | 3 |
China | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mohammed Nasser Hassan Ja'ashan; Hind Abdulaziz Alfadda; Hassan Saleh Mahdi – Interactive Learning Environments, 2024
The mastery of vocabulary is a fundamental step when learning a language but for many learners, it seems difficult and boring. English as Foreign Language (EFL) learners find some difficulties in learning new words. The aim of this study was to examine the effect of using the hologram application in learning medical English terminology for EFL…
Descriptors: Medical Education, English (Second Language), Second Language Learning, Vocabulary
Sin, Zackary P. T.; Jia, Ye; Wu, Astin C. H.; Zhao, Isaac Dan; Li, Richard Chen; Ng, Peter H. F.; Huang, Xiao; Baciu, George; Cao, Jiannong; Li, Qing – IEEE Transactions on Learning Technologies, 2023
Metaverse, an alternative universe for play, work, and interaction, has become a captivating topic for academia and industry in recent times. This opens the question on what a metaverse for education, or edu-metaverse, should look like. It is believed that this metaverse for learning should be grounded by a pedagogical theory. Particularly, we…
Descriptors: Computer Simulation, Simulated Environment, Constructivism (Learning), Technology Uses in Education
Bhaskar, Preeti; Bhaskar, Priyanka; Anthonisamy, Ananth; Dayalan, Padmalosani; Joshi, Amit – International Journal of Learning and Change, 2023
Simulation-based teaching provides opportunities to simulate the scenarios/situations by integrating different technology into educational practice to make it look like a real situation. The use of a simulation approach has been widely used in health, engineering, nursing, architecture, medicine, aviation, and marine courses, ironically,…
Descriptors: Teaching Methods, Business Administration Education, Higher Education, Foreign Countries
Buchner, Josef; Andujar, Alberto – International Association for Development of the Information Society, 2019
In this article we describe how mobile devices enable immersive learning experiences. Expensive Head Mounted Displays (HMDs) are a thing of the past, as even inexpensive alternatives in combination with a smartphone make it possible to immerse oneself in virtual worlds. Learners then take these worlds as realistic, which can lead to cognitively…
Descriptors: Telecommunications, Educational Technology, Technology Uses in Education, Teaching Methods
George, Stacy Keogh – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2017
This article describes the incorporation of a refugee simulation into an upper-division sociology course on globalisation at a liberal arts institution in the United States. The simulation is designed to inform students of the refugee process in the United States by inviting participants to immerse themselves in refugee experiences by adopting…
Descriptors: Refugees, Global Approach, Simulation, Sociology
Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
Alfalah, Salsabeel F. M. – Education and Information Technologies, 2018
The use of technological tools is increasing rapidly in all fields, especially in education, which has moved from pen, pencil, and books, to using interactive technologies to help impart knowledge and understanding. Recent years have witnessed students facilitating immersive digital technology. However, it remains a challenge to provide sufficient…
Descriptors: Information Technology, Simulated Environment, Technology Uses in Education, Higher Education
Fernandez, Manuel – Higher Learning Research Communications, 2017
This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students' learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students' knowledge acquisition.…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Barriers
Using Virtual Mobility and Digital Storytelling in Blended Learning: Analysing Students' Experiences
Otto, Daniel – Turkish Online Journal of Distance Education, 2018
The concept of virtual mobility is increasingly receiving attention in the literature. As one central advantage, virtual mobility enables international and intercultural experiences for non-traditional students regularly found in distance education. However, hitherto there is a lack of empirical data on the students' experiences with virtual…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
Bulfin, Michael – Philosophical Studies in Education, 2017
A university commitment to the liberal arts can take many forms, but more often than not it attempts to ensure that all students, regardless of direction or professed major, become educated in some form about the defining events of Western Civilization. There are many specialized History and Global Studies courses that educate students about…
Descriptors: Higher Education, Liberal Arts, Western Civilization, History Instruction
Okada, Alexandra; Kowalski, Raquel Pasternak Glitz; Kirner, Claudio; Torres, Patrícia Lupion – Interactive Learning Environments, 2019
Responsible Research and Innovation (RRI) is a contemporary approach to promote science with and for society for aligning scientific innovations with societal needs. Literature about education for RRI is limited because it is not a widespread practice at the moment. To explore this gap, this study examines teachers' views about a novel inquiry…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Computer Simulation
Menorath, Darren; Antonczak, Laurent – International Association for Development of the Information Society, 2017
This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…
Descriptors: Telecommunications, Handheld Devices, Simulated Environment, Teaching Methods
Seman, Laio Oriel; Hausmann, Romeu; Bezerra, Eduardo Augusto – IEEE Transactions on Education, 2018
Contribution: This paper presents the "PBL classroom model," an agent-based simulation (ABS) that allows testing of several scenarios of a project-based learning (PBL) application by considering different levels of soft-skills, and students' perception of the methodology. Background: While the community has made great advances in…
Descriptors: Active Learning, Student Projects, Vignettes, Classroom Environment
Akgün, Özcan Erkan; Istanbullu, Aslihan; Avci, Sirin Küçük – Journal of Education and Training Studies, 2017
Augmented reality (AR) is a technology to supplement existing reality with additional information, descriptions and helpful images with the help of technology and therefore ensure the reality to be perceived more qualified and well-rounded. In this study, views and comments about problems, solutions and suggestions on using AR were gathered from…
Descriptors: Foreign Countries, Teaching Methods, Phenomenology, Qualitative Research
Cochrane, Thomas; Narayan, Vickel; Antonczak, Laurent – Journal of Interactive Learning Research, 2016
Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone's camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world environment to be overlaid with contextual digital information. The creation of mobile AR environments is relatively simple, with the development of mobile AR…
Descriptors: Telecommunications, Handheld Devices, Photography, Geographic Information Systems