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Riva, Giuseppe – British Journal of Guidance & Counselling, 2009
Several Virtual Reality (VR) applications for the understanding, assessment and treatment of mental health problems have been developed in the last 15 years. Typically, in VR the patient learns to manipulate problematic situations related to his/her problem. In fact, VR can be described as an advanced form of human-computer interface that is able…
Descriptors: Computer Simulation, Mental Health, Patients, Computer Interfaces
Verstegen, D. M. L.; Barnard, Y. F.; Pilot, A. – Computers & Education, 2009
Designing specifications for technically advanced instructional products, such as e-learning, simulations or simulators requires different kinds of expertise. The SLIM method proposes to involve all stakeholders from the beginning in a series of workshops under the guidance of experienced instructional designers. These instructional designers…
Descriptors: Workshops, Case Studies, Methods, Educational Technology
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Past research has demonstrated a transformation of stimulus functions under similar conditions using gambling tasks and adults (e.g., Zlomke & Dixon, 2006), and the present study attempted to extend this research. Experimenters exposed 7 children (ages 7 to 10 years) to a simulated board game with concurrently available dice differing only by…
Descriptors: Cues, Addictive Behavior, Children, Discrimination Learning
Woolson, Maria Alessandra – International Journal of Virtual and Personal Learning Environments, 2012
Middleverse de Español (MdE) is an evolving platform for foreign language (FL) study, aligned to the goals of ACTFL's National Standards and 2007 MLA report. The project simulates an immersive environment in a virtual 3-D space for the acquisition of translingual and transcultural competence in Spanish meant to support content-based and…
Descriptors: Language Acquisition, Virtual Classrooms, Computer System Design, Computer Simulation
Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine – International Journal of Virtual and Personal Learning Environments, 2012
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…
Descriptors: Computer Games, Role Playing, Second Language Learning, Computer Simulation
Dziorny, Mary Aileen – ProQuest LLC, 2012
This study sought to determine if an online course designed and delivered in Second Life can meet the needs of higher education students with dyslexia. The course design incorporated strategies from Gagne' and Briggs' principles of instruction, Gagnon and Collay's constructivist learning design, Powell's key learning needs of…
Descriptors: Online Courses, Dyslexia, Higher Education, Special Needs Students
Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
Luealamai, Sutha; Panijpan, Bhinyo – Simulation & Gaming, 2012
The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…
Descriptors: Foreign Countries, Learning Modules, Science Instruction, Pilot Projects
Johnson, Thomas – Educational Media International, 2012
This study investigates the use of software technology that is used by emergency management professionals to create an authentic learning environment in emergency and disaster management courses in the classroom. Participants were 235 upper-level students enrolled in residential and online emergency and disaster management courses at a mid-sized…
Descriptors: Educational Environment, Educational Technology, Student Attitudes, Emergency Programs
Leppisaari, Irja; Lee, Okhwa – Educational Technology & Society, 2012
A new generation of young learners often described as digital native school children are attitudinally and technically equipped to employ social media as a social process in learning. However, few international virtual learning projects have been implemented and researched. This article examines a trial which aimed to combine viable technology…
Descriptors: Social Networks, Environmental Education, International Cooperation, Foreign Countries
Seagull, F. Jacob – Journal of Continuing Education in the Health Professions, 2012
Human factors (HF) is a discipline often drawn upon when there is a need to train people to perform complex, high-stakes tasks and effectively assess their performance. Complex tasks often present unique challenges for training and assessment. HF has developed specialized techniques that have been effective in overcoming several of these…
Descriptors: Medical Education, Professional Continuing Education, Training Methods, Guidelines
Vernadakis, Nikolaos; Gioftsidou, Asimenia; Antoniou, Panagiotis; Ioannidis, Dionysis; Giannousi, Maria – Computers & Education, 2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each,…
Descriptors: Foreign Countries, Undergraduate Students, Physical Education, Exercise
Hamalainen, Raija; Oksanen, Kimmo – Computers & Education, 2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers' orchestration in CSCL situations, there are still no…
Descriptors: Computer Assisted Instruction, Group Activities, Professional Development, Time on Task
Molenaar, Inge; Roda, Claudia; van Boxtel, Carla; Sleegers, Peter – Computers & Education, 2012
The aim of this study is to test the effects of dynamically scaffolding social regulation of middle school students working in a computer-based learning environment. Dyads in the scaffolding condition (N=56) are supported with computer-generated scaffolds and students in the control condition (N=54) do not receive scaffolds. The scaffolds are…
Descriptors: Computer Assisted Instruction, Cooperative Learning, Metacognition, Learning Processes
Ochoa Alpala, Carol Anne; Roberto Flórez, Eliana Edith – HOW, 2011
Blended Learning has become one of the most common ways to teach EFL (English as a Foreign Language) due to its double component, which integrates Face-to-Face classes with virtual learning in order to offer students a wide range of materials and resources organized in a methodological way. Over the years, teachers and students have changed the…
Descriptors: Blended Learning, English (Second Language), Second Language Learning, Second Language Instruction

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