Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Computer Simulation | 3 |
Training Methods | 3 |
Training Objectives | 3 |
Technology Uses in Education | 2 |
Biotechnology | 1 |
Business Education | 1 |
Competition | 1 |
Computer Assisted Instruction | 1 |
Computer Graphics | 1 |
Computer Networks | 1 |
Computer Software | 1 |
More ▼ |
Author
Baceviciute, Sarune | 1 |
Cordoba, Ainara Lopez | 1 |
Gedemer, Linda | 1 |
Jensen, Tine Vitved | 1 |
Klausen, Mikkel | 1 |
Loveluck, Clive | 1 |
Makransky, Guido | 1 |
Wismer, Philip | 1 |
Publication Type
Journal Articles | 3 |
Opinion Papers | 1 |
Reports - Descriptive | 1 |
Reports - Research | 1 |
Education Level
Higher Education | 1 |
Audience
Location
Brazil | 1 |
Denmark | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Baceviciute, Sarune; Cordoba, Ainara Lopez; Wismer, Philip; Jensen, Tine Vitved; Klausen, Mikkel; Makransky, Guido – Journal of Computer Assisted Learning, 2022
Background: Immersive virtual reality (VR) is increasingly used in organizational training interventions. However, few studies have systematically investigated VR compared to standard training methods in actual organizational contexts. Objectives: The focus of this study was to evaluate the effectiveness of a VR simulation for training…
Descriptors: Foreign Countries, Computer Simulation, Organizational Learning, Biotechnology
Gedemer, Linda – Campus Technology, 2012
3D projection plays a key training role in industry, especially for high-skills jobs such as airline pilots, astronauts, and a variety of positions in the military. By utilizing 3D simulators, organizations in these sectors conduct safe and effective training that would otherwise cost millions of dollars--or be impossible. Given the pressure on…
Descriptors: Program Implementation, Performance Factors, Training Methods, Training Objectives
Loveluck, Clive – Simulation/Games for Learning, 1989
Discusses the use of microcomputers in the construction and operation of business and management games and proposes changes in the conceptual framework within which games are designed. Topics discussed include the dynamics of business games; the use of graphical displays; simulation of competitor strategies; networking; and software integration.…
Descriptors: Business Education, Competition, Computer Assisted Instruction, Computer Graphics