Publication Date
In 2025 | 30 |
Since 2024 | 128 |
Since 2021 (last 5 years) | 310 |
Since 2016 (last 10 years) | 828 |
Since 2006 (last 20 years) | 1471 |
Descriptor
Source
Author
Dede, Chris | 9 |
Barab, Sasha A. | 5 |
Ke, Fengfeng | 5 |
Lindgren, Robb | 5 |
Cagiltay, Kursat | 4 |
Gee, James Paul | 4 |
Gregory, Sue | 4 |
Hadjistassou, Stella | 4 |
Jarmon, Leslie | 4 |
Kaufman, David | 4 |
Nelson, Brian C. | 4 |
More ▼ |
Publication Type
Education Level
Location
Australia | 51 |
Taiwan | 47 |
Turkey | 41 |
Spain | 37 |
United Kingdom | 33 |
Canada | 30 |
China | 25 |
United States | 23 |
Germany | 22 |
Finland | 18 |
Greece | 17 |
More ▼ |
Laws, Policies, & Programs
No Child Left Behind Act 2001 | 2 |
Americans with Disabilities… | 1 |
Rehabilitation Act 1973… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
Owens, Mary Seymour; Lee, Hong Y. – Res Quart AAHPER, 1969
Descriptors: Athletics, Digital Computers, Simulated Environment, Tennis
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
Jeffs, Tara L. – Themes in Science and Technology Education, 2009
The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…
Descriptors: Educational Technology, Technology Uses in Education, Special Education, Simulated Environment
Hauptman, Hanoch – Computers & Education, 2010
Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a…
Descriptors: Computer Software, Educational Technology, Spatial Ability, Geometric Concepts
Tsiatsos, Thrasyvoulos; Andreas, Konstantinidis; Pomportsis, Andreas – Educational Technology & Society, 2010
In this paper we will focus on a specific category of Collaborative Virtual Environments that aims to support Collaborative Learning. We call these environments Collaborative Educational Virtual Environments. Our aim is to analyze the evaluation process through the study of relevant bibliography and by doing so reveal the existing research gap…
Descriptors: Evaluation Methods, Educational Technology, Virtual Classrooms, Educational Environment
Suh, S.; Kim, S. W.; Kim, N. J. – Journal of Computer Assisted Learning, 2010
This study investigated the effectiveness of massive multiplayer online role-playing game (MMORPG)-based (massive multiplayer online role-playing game) instruction in elementary English education. The effectiveness of the MMORPG program was compared with face-to-face instruction and the independent variables (gender, prior knowledge, motivation…
Descriptors: Foreign Countries, Games, Prior Learning, Learning Motivation
Understanding the Impact of Virtual World Environments on Social and Cognitive Processes in Learning
Zhang, Chi – ProQuest LLC, 2009
Researchers in information systems and technology-mediated learning have begun to examine how virtual world environments can be used in learning and how they enable learning processes and enhance learning outcomes. This research examined learning processes in a virtual world learning environment (VWLE). A research model of VWLE effects on learning…
Descriptors: Distance Education, Program Effectiveness, Interaction, Learning Processes
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
Nelson, Brian C.; Ketelhut, Diane Jass – International Journal of Computer-Supported Collaborative Learning, 2008
In this paper, we present the results of an exploratory study into the relationship between student self-efficacy and guidance use in a Multi-User Virtual Environment (MUVE) science curriculum project. We describe findings from a sample of middle school science students on the combined impact on learning of student self-efficacy in scientific…
Descriptors: Self Efficacy, Guidance, Science Curriculum, Science Instruction
Wiener, Richard L.; Holtje, Michael; Winter, Ryan J.; Cantone, Jason A.; Gross, Karen; Block-Lieb, Susan – Journal of Experimental Psychology: Applied, 2007
In response to federal legislative reform aimed, in part, at reducing consumer bankruptcy filings, the authors conducted 2 experiments examining the role of affect in purchasing behavior. In Experiment 1, they examined consumer debtors, and in Experiment 2, they examined nondebtors. In both experiments, they investigated purchasing decisions made…
Descriptors: Purchasing, Decision Making, Credit (Finance), Federal Legislation
Arias-Aranda, Daniel – Innovations in Education and Teaching International, 2007
This paper describes the development of a business simulation combining a computer application with real experts to provide university students with an immersive experience in business management. It introduces a methodology that involves students in a process of interaction with other participants as well as benefiting from valuable feedback from…
Descriptors: Foreign Countries, Computer Oriented Programs, Teaching Methods, Feedback
Rand Corp., Santa Monica, CA. – 1971
Computer simulation enables us to construct and test the dynamics of complex physical and biological systems as well as a wide variety of social processes and problems. This bibliography contains abstracts and annotations of over 150 publications of the Rand Corporation on the theory, design, and use of computer simulation. A first section lists…
Descriptors: Annotated Bibliographies, Computers, Design, Simulated Environment
Myers, Charles – Balance Sheet, 1970
Descriptors: Office Occupations Education, Program Descriptions, Secretaries, Simulated Environment
House, Peter – Educational Technology, 1970
Discusses the relevance and the advantages for social science education of several models that simulate the urban environment. (AA)
Descriptors: Relevance (Education), Simulated Environment, Teaching Methods, Urban Problems