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Jager, Sake, Ed.; Bradley, Linda, Ed.; Meima, Estelle J., Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2014
The theme of EUROCALL 2014 was "CALL Design: Principles and Practice," which attracted approximately 280 practitioners, researchers and students from computer-assisted language learning (CALL) and related disciplines of more than 40 different nationalities. Over 170 presentations were delivered on topics related to this overarching…
Descriptors: Conferences (Gatherings), Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Perez, Lisa – Teacher Librarian, 2009
In this article, the author discusses using Second Life (SL) in school librarianship. SL is a multi-user virtual environment in which persons create avatars to allow them to move and interact with other avatars. They can build and manipulate objects. To move, they can walk, run, fly, or teleport. There are many areas within SL to allow people to…
Descriptors: Library Networks, Library Services, School Libraries, Library Science
Howard-Jones, Paul A.; Demetriou, Skevi – Instructional Science: An International Journal of the Learning Sciences, 2009
Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer-based learning games. In the first study, children (10-11 years) played a simple maths quiz.…
Descriptors: Educational Games, Mathematics Tests, Motivation, Experiments
Sloane, Sharon; Holmes, Elizabeth – Educational Technology, 2009
The authors describe the steps in the ethical decision-making process and show how employers and educators are addressing ethical gray areas using innovative simulations in order to better prepare employees and other personnel to face ethical challenges head-on. The model outlined in this article can be used as a teaching and training tool to…
Descriptors: Ethics, Educational Technology, Decision Making, Educational Games
Lazonder, Ard W.; Wilhelm, Pascal; van Lieburg, Emiel – Instructional Science: An International Journal of the Learning Sciences, 2009
This study investigated whether the mere knowledge of the meaning of variables can facilitate inquiry learning processes and outcomes. Fifty-seven college freshmen were randomly allocated to one of three inquiry tasks. The concrete task had familiar variables from which hypotheses about their underlying relations could be inferred. The…
Descriptors: College Freshmen, Learning Processes, Inquiry, Educational Technology
Unterhalter, Elaine – London Review of Education, 2009
Global social justice is often portrayed as a project of either developing appropriate dispositions or of amending the rules that govern global interaction. Despite policy pronouncements by many university vice chancellors on the significance of higher education in contributing to learning about global social justice, there is very little…
Descriptors: Social Justice, Assignments, Higher Education, Educational Resources
Magnussen, Rikke – International Journal of Virtual and Personal Learning Environments, 2011
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Design
de Castro, Christopher H. – ProQuest LLC, 2011
This study explored the development of student's conceptual understandings of limit and derivative when utilizing specifically designed computational tools. Fourteen students from a secondary Advanced Placement Calculus AB course learned and explored the limit and derivative concepts from differential calculus using visualization tools in the…
Descriptors: Advanced Placement Programs, Problem Solving, Programming, Mathematical Concepts
Bekebrede, G.; Warmelink, H. J. G.; Mayer, I. S. – Computers & Education, 2011
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the "gamer generation" or "net generation": a generation that has grown up with computer games and other technology affecting their preferred learning styles, social…
Descriptors: Foreign Countries, Technological Advancement, Computer Simulation, Educational Games
Kwok, Ron Chi-Wai; Cheng, Shuk Han; Ip, Horace Ho-Shing; Kong, Joseph Siu-Lung – Computers & Education, 2011
This study proposes a teaching and research initiative, named SAMAL (Smart AMbience for Affective Learning) that will provide a unique ambient mediated environment for integrating cognitive and affective approaches to enhance learning. Also, this study illustrates a design of SAMAL classroom with affectively evocative scenarios for learning de…
Descriptors: Creativity, Information Management, Learner Engagement, Psychoeducational Methods
Sloan, Thomas; Lewis, David – Journal of Education for Business, 2011
The authors report the results of a cross-class project involving sophomore-level students in an Operations Analysis (OA) class with junior-level students in an Operations Management (OM) class. The students formed virtual teams and developed a simulation model of a call center. The OM students provided the management expertise, while the OA…
Descriptors: Class Activities, Operations Research, Virtual Classrooms, Interdisciplinary Approach
Chater, Nick; Vlaev, Ivo; Grinberg, Maurice – Journal of Experimental Psychology: General, 2008
Theories of choice in economics typically assume that interacting agents act individualistically and maximize their own utility. Specifically, game theory proposes that rational players should defect in one-shot prisoners' dilemmas (PD). Defection also appears to be the inevitable outcome for agents who learn by reinforcement of past choices,…
Descriptors: Game Theory, Cooperation, Selection, Reinforcement
Hoffrage, Ulrich; Garcia-Retamero, Rocio; Czienskowski, Uwe – Psychological Record, 2008
Take-the-best (TTB) is a fast and frugal heuristic for paired comparison that has been proposed as a model of bounded rationality. This heuristic has been criticized for not taking compound cues into account to predict a criterion, although such an approach is sometimes required to make accurate predictions. By means of computer simulations, it is…
Descriptors: Cues, Heuristics, Prediction, Cognitive Processes
Bennett, Carolyn; Barbour, Michael K. – Journal of Open, Flexible and Distance Learning, 2012
This case study investigated the perceptions of Maori students in the Virtual Learning Network of what constituted effective strategies for engaging them in online learning. In the FarNet cluster, about 63 students from the four secondary and five area schools access the VLN, and approximately 80 percent of those students are of Maori descent.…
Descriptors: Online Courses, Electronic Learning, Ethnic Groups, Pacific Islanders
Bulut, Okan; Kan, Adnan – Eurasian Journal of Educational Research, 2012
Problem Statement: Computerized adaptive testing (CAT) is a sophisticated and efficient way of delivering examinations. In CAT, items for each examinee are selected from an item bank based on the examinee's responses to the items. In this way, the difficulty level of the test is adjusted based on the examinee's ability level. Instead of…
Descriptors: Adaptive Testing, Computer Assisted Testing, College Entrance Examinations, Graduate Students

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