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Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2019
The "Borel" board game consists of a series of experiments involving dice rolls, coin flips, or drawing colored balls from bags. Before each experiment is conducted, each player bets for or bets against a statement regarding the random outcome. We suggest that the collection of "Borel" experiments be used as a resource to…
Descriptors: Games, Teaching Methods, Statistics, Probability
"If You Can't Tell, Does It Matter?" "Westworld," the Murder of the Real, and 21st Century Schooling
van Kessel, Cathryn; Kline, Kip – Journal of Curriculum and Pedagogy, 2019
The HBO series, "Westworld," challenges our notions about what might be real. As such, the series provides a provoking platform for exploring an oft-neglected topic in contemporary education-the fetishization of technology and the murder of the real in Jean Baudrillard's sense. Current educational systems in Canada and the United States…
Descriptors: Programming (Broadcast), Television, Simulation, Realism
Islek, Didem; Asiksoy, Gulsum – World Journal on Educational Technology: Current Issues, 2019
Content analysis is a research method that has been widely used in the education area. This method is used to determine the presence of certain words or concepts within texts or sets of texts. In this study, it is aimed to analyse the research trends based on the studies conducted on the subject of virtual museums between 2014 and 2017. The study…
Descriptors: Museums, Content Analysis, Computer Simulation, Research Methodology
Chavant, Martin; Hervais-Adelman, Alexis; Macherey, Olivier – Journal of Speech, Language, and Hearing Research, 2021
Purpose: An increasing number of individuals with residual or even normal contralateral hearing are being considered for cochlear implantation. It remains unknown whether the presence of contralateral hearing is beneficial or detrimental to their perceptual learning of cochlear implant (CI)--processed speech. The aim of this experiment was to…
Descriptors: Hearing Impairments, Assistive Technology, Speech, Aural Learning
Cai, Su; Liu, Changhao; Wang, Tao; Liu, Enrui; Liang, Jyh-Chong – British Journal of Educational Technology, 2021
The Augmented Reality (AR)-based learning environment not only provides educators with novel ways to present learning materials but also give learners the opportunity to spontaneously interact with the material. Previous studies have shown that AR has many advantages in education; however, few focuses on the mechanisms behind promoting inquiry…
Descriptors: Physics, Computer Simulation, Self Efficacy, Student Attitudes
VanMeter, Rebecca A.; Vander Schee, Brian A. – Marketing Education Review, 2021
Active learning engages students where they enjoy the learning process and gain a better understanding of course content. Active learning, such as an in-class game, can mitigate inattentive listening to material presented in a traditional lecture format. The Merch Game is an innovative, in-class retail simulation game that uses student…
Descriptors: Merchandising, Active Learning, Business Administration Education, Game Based Learning
Tang, Yuk Ming; Ng, George Wing Yiu; Chia, Nam Hung; So, Eric Hang Kwong; Wu, Chun Ho; Ip, Wai Hung – Journal of Computer Assisted Learning, 2021
Nowadays, patients' safety is the top priority for medical services around the world. However, it is believed that many of the adverse events in hospitals are preventable. Type and screen (T&S) procedures require intense practical training by each medical practitioner in each hospital. This study applied an interactive Virtual Reality (VR)…
Descriptors: Computer Simulation, Medical Education, Readiness, Physicians
Oliveira, Karol N.; Naujorks, Amanda C.; Freitas, Welica P. S.; Goncalves, Alem-Mar B.; Calheiro, Lisiane B. – Journal of Chemical Education, 2021
The use of radioactive isotopes in radioactive decay studies can be a problem due to the manipulation of radioisotopes, expensive equipment, and the difficulty of finding samples with a reasonable half-life (between 1 and 10 min). In this paper, we present a mock-up of a Geiger-Mu¨ller counter plus three fictitious radioisotopes. They form an…
Descriptors: Printing, Computer Peripherals, Models, Simulation
Kim, Andy Jeesu; Alambeigi, Hananeh; Goddard, Tara; McDonald, Anthony D.; Anderson, Brian A. – Cognitive Research: Principles and Implications, 2021
While attention has consistently been shown to be biased toward threatening objects in experimental settings, our understanding of how attention is modulated when the observer is in an anxious or aroused state and how this ultimately affects behavior is limited. In real-world environments, automobile drivers can sometimes carry negative…
Descriptors: Physical Activities, Arousal Patterns, Safety, Attention
Sneed, John C.; Deringer, S. Anthony; Hanley, Adam – Journal of Experiential Education, 2021
Background: Immersive technologies may be an avenue to explore the construct of human--nature connection more thoroughly and without some of the obstacles to accessing nature in-person. Purpose: The aim of this project was to discover if self-exposure to immersive virtual nature can lead to any change in nature connectedness. Methodology/Approach:…
Descriptors: Environmental Education, Computer Simulation, College Students, Experiential Learning
Ke, Fengfeng; Dai, Zhaihuan; Pachman, Mariya; Yuan, Xin – Instructional Science: An International Journal of the Learning Sciences, 2021
In this mixed-method study, we investigated the impact and design of a multiuser, virtual reality (VR) supported teaching simulation, in comparison with live classroom teaching simulation, on the participatory training of teaching and the teaching knowledge development of student instructors. A total of 40 university teaching assistants…
Descriptors: Computer Simulation, Teaching Assistants, Graduate Students, Experiential Learning
Bansal, Monika; Bansal, Sunil; Kumar, Ramandeep – Physics Education, 2021
Simulation of physics phenomena is an indispensable part of experimental studies. Undergraduate and postgraduate physics students are often introduced to the simulation of various phenomena as one of the most important pedagogical tools. In this document, we demonstrate the simulations of the two-body decay of a particle and equilibrium states in…
Descriptors: Physics, Simulation, College Science, Mechanics (Physics)
Huang, Wen; Roscoe, Rod D.; Johnson-Glenberg, Mina C.; Craig, Scotty D. – Journal of Computer Assisted Learning, 2021
This study investigated changes in learners' motivation, engagement, performance, and spatial reasoning over time and across different levels of virtual reality (VR) immersion. Undergraduate participants explored a virtual solar system via a moderately immersive or highly immersive VR platform over three sessions. In a third condition,…
Descriptors: Student Motivation, Learner Engagement, Academic Achievement, Computer Simulation
Hawkins, Robert D.; Gweon, Hyowon; Goodman, Noah D. – Cognitive Science, 2021
Recent debates over adults' theory of mind use have been fueled by surprising failures of perspective-taking in communication, suggesting that perspective-taking may be relatively effortful. Yet adults routinely engage in effortful processes when needed. How, then, should speakers and listeners allocate their resources to achieve successful…
Descriptors: Adults, Theory of Mind, Perspective Taking, Pragmatics
Bogomolova, Katerina; Sam, Amir H.; Misky, Adam T.; Gupte, Chinmay M.; Strutton, Paul H.; Hurkxkens, Thomas J.; Hierck, Beerend P. – Anatomical Sciences Education, 2021
In anatomical education three-dimensional (3D) visualization technology allows for active and stereoscopic exploration of anatomy and can easily be adopted into medical curricula along with traditional 3D teaching methods. However, most often knowledge is still assessed with two-dimensional (2D) paper-and-pencil tests. To address the growing…
Descriptors: Anatomy, Science Education, Teaching Methods, Educational Technology

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