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Xu Qin; Fan Yang – Grantee Submission, 2022
Causal inference regarding a hypothesized mediation mechanism relies on the assumptions that there are no omitted pretreatment confounders (i.e., confounders preceding the treatment) of the treatment-mediator, treatment-outcome, and mediator-outcome relationships, and there are no posttreatment confounders (i.e., confounders affected by the…
Descriptors: Simulation, Correlation, Inferences, Attribution Theory
Fogerty, Daniel; Madorskiy, Rachel; Ahlstrom, Jayne B.; Dubno, Judy R. – Journal of Speech, Language, and Hearing Research, 2020
Purpose: This study investigated methods used to simulate factors associated with reduced audibility, increased speech levels, and spectral shaping for aided older adults with hearing loss. Simulations provided to younger normal-hearing adults were used to investigate the effect of sensation level, speech presentation level, and spectral shape in…
Descriptors: Comparative Analysis, Hearing Impairments, Older Adults, Simulation
Amirkhanova, Karina Muratovna; Bobyreva, Natalia Nikolaevna – International Journal of Higher Education, 2020
The issue under investigation is topical and significant. Being a communicative language acquisition method, simulation and roleplays develop future teachers' language competencies and pedagogical competence, playing a unique role in forming teacher-student, teacher-parent communication patterns. The article aims at studying the place…
Descriptors: Preservice Teachers, Language Teachers, English (Second Language), Second Language Learning
Jiménez, Cristina; Arís, Nuria; Magreñán Ruiz, Ángel Alberto; Orcos, Lara – Education Sciences, 2020
One of the main objectives in mathematics education is to motivate students due to the fact that their interest in this area is often very low. The use of different technologies, as well as gamification in the classroom, can help us to meet this goal. In this case, it is presented the use of two techniques, which are a digital escape room, using…
Descriptors: Computer Simulation, Mathematics Education, Algebra, Secondary School Students
Cheng, Kun-Hung; Tsai, Chin-Chung – British Journal of Educational Technology, 2020
Researchers have been devoted to exploring the impacts of immersive virtual reality (IVR) on education in recent years. However, efforts to probe the role of students' learning traits such as motivated strategies for learning in their IVR learning have been limited. Most studies commonly analyzed learners' perceptions of immersion with a single…
Descriptors: Student Motivation, Student Attitudes, Science Instruction, Computer Simulation
Maulana, Iwan; Asrowi; Suryani, Nunuk – Journal of Educational Technology and Online Learning, 2020
This study aimed to examine the effect of the use of mobile-based Augmented Reality media to improve student learning motivation in SMP Muhammadiyah Surakarta on the science subject. The study used a quasi-experimental method with pretest-posttest control design. The tests of mobile-based augmented reality media in learning and learning motivation…
Descriptors: Electronic Learning, Computer Simulation, Educational Technology, Instructional Effectiveness
Freedman, Justin E.; Woodfield, Casey L.; Dotger, Benjamin H. – Journal of Postsecondary Education and Disability, 2020
Research suggests that students' encounters with professors can be a barrier to students fully accessing disability-related accommodations. This paper describes the use of a clinical simulation as a practice to understand and support how students engage with professors in discussions about disability-related accommodations. The authors detail the…
Descriptors: Students with Disabilities, Teacher Student Relationship, Barriers, Meetings
Papaconstantinou, Maria; Kilkenny, Dawn; Garside, Christopher; Ju, William; Najafi, Hedieh; Harrison, Laurie – Canadian Journal of Learning and Technology, 2020
The instructors of four biology-related courses at a Canadian university integrated Labster virtual labs in their courses as a pre-lab activity, lecture substitute, or to provide lab experience in courses with no on-site labs. The instructors used a backward design approach to align the labs with the learning objectives of their courses and to…
Descriptors: Computer Simulation, Science Experiments, Undergraduate Students, Curriculum Design
Lin, Hsin-Hui; Wang, Yu-Yin; Wang, Yi-Shun; Wang, Yu-Min – Interactive Learning Environments, 2020
The psychological effects of information technology (IT) use have been widely reported and assessed in the literature. However, although concerns are growing regarding the potential physiological impacts of IT use on the health of IT users, assessment of this issue is currently hampered by the lack of an appropriate information-system (IS)…
Descriptors: Physiology, Test Construction, At Risk Persons, Psychometrics
Fegely, Alex G.; Hagan, Heather N.; Warriner, George H., III – E-Learning and Digital Media, 2020
This article presents the Blended Learning Virtual Reality Inquiry Framework, an original framework for creating virtual reality inquiry-based lessons for the modern technology-driven classroom. The framework shared in this article invokes research on blended learning , experiential learning, and inquiry-based learning to structure a virtual…
Descriptors: Blended Learning, Inquiry, Active Learning, Computer Simulation
Ping, Lei; Liu, Katrina – Texas Education Review, 2020
Augmented reality (AR) has gained popularity in K-12 education in the past decades; researchers and educators generally agree that AR is a useful pedagogical tool in teaching because it is grounded on efficient teaching and learning models such as constructivist learning, situated learning, and inquiry-based learning. Research on AR in the K-12…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Elementary Secondary Education
Sezgin, Sezan – Turkish Online Journal of Distance Education, 2020
This systematic review investigates two foci: identifying the ongoing status of smart personal digital assistants in educational contexts and the possible relationship between smart personal digital assistants and gamification elements. This relationship is expressed in almost two new figurative terms, namely, robo-sapiens and robo-ludens and the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Telecommunications
Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
Bahnson, Anna; Wilcox, Jesse; Kruse, Jerrid; Schou, Timothy – Science Teacher, 2020
The science and engineering practices in the "Next Generation Science Standards" seek to engage students in complex tasks including planning and carrying out investigations or engaging in argument from evidence. However, such tasks often require students to effectively collaborate. While our students get better at working together in an…
Descriptors: Teaching Methods, Social Development, Emotional Development, Cooperative Learning
Amri, Fahimul; Djatmika, Ery Tri; Wahyono, Hari; Widjaja, Sri Umi Mintarti – International Journal of Instruction, 2020
This research aims to explain the effect in using simulation to develop students' educated character in learning economics. The quantitative analysis uses pre- and post-test experimental design, while descriptive analysis is completed with percentage analysis and the category of the mean score. Instruments of data collection use observation rule…
Descriptors: Instructional Effectiveness, Simulation, Vignettes, Student Development

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