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Ferrer-Garcia, Marta; Gutierrez-Maldonado, Jose; Caqueo-Urizar, Alejandra; Moreno, Elena – Behavior Modification, 2009
This article explores the efficacy of virtual environments representing situations that are emotionally significant to patients with eating disorders (ED) to modify depression and anxiety levels both in these patients and in controls. Eighty-five ED patients and 108 students were randomly exposed to five experimental virtual environments (a…
Descriptors: Aquatic Sports, Computer Simulation, Eating Disorders, Recreational Facilities
Jouriles, Ernest N.; McDonald, Renee; Kullowatz, Antje; Rosenfield, David; Gomez, Gabriella S.; Cuevas, Anthony – Behavior Therapy, 2009
The present study evaluated whether virtual reality (VR) can enhance the realism of role plays designed to help college women resist sexual attacks. Sixty-two female undergraduate students were randomly assigned to either the Role Play (RP) or Virtual Role Play (VRP) conditions, which were differentiated only by the use of VR technology in the VRP…
Descriptors: Undergraduate Students, Realism, Metabolism, Females
Lindsay, E. D.; Murray, S.; Liu, D. K.; Lowe, D. B.; Bright, C. G. – European Journal of Engineering Education, 2009
Remote and virtual laboratories are increasingly prevalent alternatives to the face-to-face laboratory experience; however, the question of their learning outcomes is yet to be fully investigated. There are many presumptions regarding the effectiveness of these approaches; foremost amongst these assumptions is that the experience must be "real" to…
Descriptors: Laboratory Equipment, Laboratory Experiments, Laboratory Procedures, Experiential Learning
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
Tsai, Yueh-Feng Lily; Kaufman, David M. – Journal of Educational Computing Research, 2009
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Descriptors: Animals, Empathy, Student Attitudes, Elementary School Students
Laura, Ronald S.; Chapman, Amy – International Journal of Children's Spirituality, 2009
If there is a salient defining condition of the modern age, it must surely be our tenacious belief in technology. We shall argue that our insatiable infatuation with the computer or "compuphilia", as we herein dub it, represents a serious and growing threat to the mental health of school children. Computers may make communication easier, but they…
Descriptors: Educational Objectives, Outcomes of Education, Mental Health, Computer Mediated Communication
Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
Kirschenbaum, Matthew – Chronicle of Higher Education, 2009
The author advocates that humanities scholars should seek and study programming languages. He believes that, increasingly, an appreciation of how complex ideas can be imagined and expressed as a set of formal procedures--rules, models, algorithms--in the virtual space of a computer will be an essential element of a humanities education. Students…
Descriptors: Programming Languages, Student Motivation, Artificial Intelligence, Computer Mediated Communication
Bell, David – British Journal of Educational Technology, 2009
There is currently widespread interest in exploring the opportunities to develop learning that can be delivered in three-dimensional multiuser virtual environments (3-D MUVEs). In this paper, I argue for the need to conduct research into the emerging cultures of use in 3-D MUVEs, focussing on the example of Second Life. Drawing on social and…
Descriptors: Social Systems, Educational Research, Research Needs, Cultural Context
Gilis, Bart; Helsen, Werner; Catteeuw, Peter; Wagemans, Johan – Journal of Experimental Psychology: Applied, 2008
This study investigated the offside decision-making process in association football. The first aim was to capture the specific offside decision-making skills in complex dynamic events. Second, we analyzed the type of errors to investigate the factors leading to incorrect decisions. Federation Internationale de Football Association (FIFA; n = 29)…
Descriptors: Team Sports, Recall (Psychology), Spatial Ability, Decision Making
Ding, Suining – Engineering Design Graphics Journal, 2008
This paper describes the procedures of reconstructing ancient architecture using solid modeling with geometric analysis, especially the Golden Ratio analysis. In the past the recovery and reconstruction of ruins required bringing together fragments of evidence and vast amount of measurements from archaeological site. Although researchers and…
Descriptors: Building Design, Architectural Research, Geometric Concepts, Case Studies
McLellan, Hilary, Ed. – Educational Technology, 2008
Stories offer a powerful framework for engagement, reflection, and other important skills that young people need to learn. As digital media have expanded, so have the possibilities for creating stories. Here, several examples of those new possibilities are examined, examples that highlight student-produced online broadcasting initiatives,…
Descriptors: Web Sites, Story Telling, Computer Simulation, Computer Uses in Education
Yaman, Melek; Nerdel, Claudia; Bayrhuber, Horst – Computers & Education, 2008
Within the scope of this study, the effectiveness of two kinds of instructional support was evaluated with regard to the learner's interests. Two versions of a simulation program about the respiratory chain were developed, differing only in the kind of tasks provided for instructional support: One version contained problem-solving tasks, the other…
Descriptors: Computer Simulation, Interests, Problem Solving, Computer Assisted Instruction
Davies, Randall S.; Williams, David; Yanchar, Stephen – Evaluation and Research in Education, 2008
This article considers the underlying assumptions related to the use of random assignment in educational research and evaluation; more specifically, the ability of random assignment to create similar comparison groups for the purpose of determining the effectiveness of educational programmes. In theory, randomly assigning individuals to comparison…
Descriptors: Educational Research, Research Methodology, Best Practices, Computer Simulation
Ausburn, Floyd B.; Ausburn, Lynna J. – Techniques: Connecting Education and Careers (J3), 2008
Students in career and technical education (CTE) programs have many environments they need to discover, explore, and understand. For CTE teachers, transporting their students to these environments can be difficult, dangerous, or even impossible. However, there is now a way to take students on location anywhere without leaving the classroom.…
Descriptors: Computer Simulation, Vocational Education Teachers, Field Trips, Computer Uses in Education
McKagan, S. B.; Perkins, K. K.; Wieman, C. E. – Physical Review Special Topics - Physics Education Research, 2008
Some education researchers have claimed that we should not teach the Bohr model of the atom because it inhibits students' ability to learn the true quantum nature of electrons in atoms. Although the evidence for this claim is weak, many have accepted it. This claim has implications for how to present atoms in classes ranging from elementary school…
Descriptors: Teaching Methods, Science Instruction, Molecular Structure, Models

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