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Wang, Hui – Journal of Education and Learning, 2023
With the popularity of business simulation in universities, there is a crucial question of what abilities the students can get from the business simulation. In this study, using qualitative research methods, we studied 71 students who had engaged in a business simulation called Global Challenge. Through three-level coding analysis of students'…
Descriptors: Business Administration Education, Simulation, College Students, Decision Making
Birtill, Michael; King, James; Jones, Donovan; Thyer, Liz; Pap, Robin; Simpson, Paul – Interactive Learning Environments, 2023
The emergence of augmented reality (AR) and mixed reality (MR) modalities has increased the potential of simulation in paramedicine education. The integration of AR/MR into education programmes should be underpinned by sound learning design; however, little is known about their effective use. The purpose of this scoping review was to identify the…
Descriptors: Computer Simulation, Paraprofessional Personnel, Allied Health Occupations Education, Educational Technology
Qiu, Xing-yue; Chiu, Chuang-Kai; Zhao, Lu-Lu; Sun, Cai-Feng; Chen, Shu-jie – Interactive Learning Environments, 2023
This paper systematically reviews 150 (VR/AR)-supporting language learning articles from 2008 to 2019 and summarizes the development trends. The definition of VR/AR is given firstly, and then the model of VR/AR supporting learning is proposed. This model's language types, research participants, learning devices, learning goals, research issues,…
Descriptors: Trend Analysis, Computer Simulation, Technology Uses in Education, Second Language Learning
Tenison, Caitlin; Sparks, Jesse R. – Large-scale Assessments in Education, 2023
Background: Digital Information Literacy (DIL) refers to the ability to obtain, understand, evaluate, and use information in digital contexts. To accurately capture various dimensions of DIL, assessment designers have increasingly looked toward complex, interactive simulation-based environments that afford more authentic learner performances.…
Descriptors: Students, Search Strategies, Student Behavior, Simulation
Meccawy, Maram – Smart Learning Environments, 2023
Recent international empirical studies have demonstrated positive results when applying extended reality (XR) technologies such as augmented reality, virtual reality, or mixed reality in teaching and learning. Thus, the preconditions and challenges of use must be investigated from teachers' perspectives prior to implementing these technologies in…
Descriptors: Computer Simulation, Simulated Environment, Technology Integration, Teacher Attitudes
Wright, Paul N.; Whitworth, Malcolm; Tibaldi, Alessandro; Bonali, Fabio; Nomikou, Paraskevi; Antoniou, Vavara; Vitello, Fabio; Becciani, Ugo; Krokos, Mel; Van Wyk de Vries, Benjamin – Journal of Geography in Higher Education, 2023
At a time when traditional fieldwork is coming under pressure, be it from shrinking budgets, reducing carbon footprints, increased concerns for personal safety or the desire to make field skills accessible to all, how do we ensure that the key skills of observation, data collection and landscape analysis can still be developed in our students?…
Descriptors: Student Attitudes, Computer Simulation, Hazardous Materials, Field Experience Programs
Poleksic, Vesna; Antic, Slobodanka; Pešikan, Ana; Dulic, Zorka; Davidovic, Vesna; Relic, Renata; Stankovic, Marko; Topisirovic, Goran – Innovations in Education and Teaching International, 2023
A designed segment of multidisciplinary co-teaching was used to activate a process of professional decision-making and study undergraduate students' perception of this skill development. A questionnaire was constructed to analyse students' perception of the process of decision-making and to reflect on the contribution of designed teaching to…
Descriptors: Student Attitudes, Decision Making, Animal Husbandry, Undergraduate Students
Mou, Tsai-Yun – Journal of Baltic Science Education, 2023
The development of STEAM education has captured researchers' attention due to its advantages for students' learning and interest in related subjects, specifically in kindergarten to grade 12 (K-12) educational settings. However, there is limited research on the inclusion of STEAM in higher education, and what university students think as they are…
Descriptors: College Students, Student Attitudes, STEM Education, Art Education
Grund, Simon; Lüdtke, Oliver; Robitzsch, Alexander – Journal of Educational and Behavioral Statistics, 2023
Multiple imputation (MI) is a popular method for handling missing data. In education research, it can be challenging to use MI because the data often have a clustered structure that need to be accommodated during MI. Although much research has considered applications of MI in hierarchical data, little is known about its use in cross-classified…
Descriptors: Educational Research, Data Analysis, Error of Measurement, Computation
Zhu, Hongyue; Jiao, Hong; Gao, Wei; Meng, Xiangbin – Journal of Educational and Behavioral Statistics, 2023
Change-point analysis (CPA) is a method for detecting abrupt changes in parameter(s) underlying a sequence of random variables. It has been applied to detect examinees' aberrant test-taking behavior by identifying abrupt test performance change. Previous studies utilized maximum likelihood estimations of ability parameters, focusing on detecting…
Descriptors: Bayesian Statistics, Test Wiseness, Behavior Problems, Reaction Time
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
Jones, Steven R.; Long, Nicholas E.; Becnel, Jeremy J. – Research in Mathematics Education, 2023
Virtual reality (VR) research in mathematics education has centred largely on geometry content. This paper contributes by describing VR modules developed for another area that heavily involves three-dimensional objects: multivariable calculus. This paper also contributes by describing an empirical study on students' experiences inside the VR…
Descriptors: Computer Simulation, Mathematics Education, Calculus, Units of Study
PaeBens, Jessica; Ma, Beifang; Winther, Esther – International Journal for Research in Vocational Education and Training, 2023
Context: Dealing with professional complexity has been of scientific interest in the research field of vocational education and training for decades. So far, there is a lack of empirical evidence regarding how professional complexity finds its way into learning processes in VET. A common option is to model complexity through authentic simulations…
Descriptors: Vocational Education, Problem Solving, Computer Assisted Testing, Apprenticeships
Paek, Insu; Lin, Zhongtian; Chalmers, Robert Philip – Educational and Psychological Measurement, 2023
To reduce the chance of Heywood cases or nonconvergence in estimating the 2PL or the 3PL model in the marginal maximum likelihood with the expectation-maximization (MML-EM) estimation method, priors for the item slope parameter in the 2PL model or for the pseudo-guessing parameter in the 3PL model can be used and the marginal maximum a posteriori…
Descriptors: Models, Item Response Theory, Test Items, Intervals
Chen, Hsin-I; Sevilla-Pavón, Ana – Language Learning & Technology, 2023
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a TaiwanSpain VR virtual exchange project and…
Descriptors: Computer Mediated Communication, Computer Simulation, English (Second Language), Second Language Learning