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Finch, W. Holmes; Finch, Maria Hernández – Journal of Experimental Education, 2018
Single subject (SS) designs are popular in educational and psychological research. There exist several statistical techniques designed to analyze such data and to address the question of whether an intervention has the desired impact. Recently, researchers have suggested that generalized additive models (GAMs) might be useful for modeling…
Descriptors: Educational Research, Longitudinal Studies, Simulation, Models
Schott, Christian; Marshall, Stephen – Journal of Computer Assisted Learning, 2018
Virtual reality is widely recognized as offering the potential for fully immersive environments. This paper introduces a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The "situated experiential education environment" framework…
Descriptors: Computer Simulation, Experiential Learning, Tourism, Teaching Methods
Sinharay, Sandip – Journal of Educational Measurement, 2018
Response-time models are of increasing interest in educational and psychological testing. This article focuses on the lognormal model for response times, which is one of the most popular response-time models, and suggests a simple person-fit statistic for the model. The distribution of the statistic under the null hypothesis of no misfit is proved…
Descriptors: Reaction Time, Educational Testing, Psychological Testing, Models
Yurtçu, Meltem; Güzeller, Cem Oktay – International Journal of Assessment Tools in Education, 2018
In this study purposes to indicate the effect of the number of DIF items and the distribution of DIF items in these forms, which be equalized on equating error. Mean-mean, mean-standard deviation, Haebara and Stocking-Lord Methods used in common item design equal groups as equalization methods. The study included six different simulation…
Descriptors: Error Patterns, Test Items, Item Analysis, Simulation
Fokides, Emmanuel; Atsikpasi, Penelope – Education and Information Technologies, 2018
The study presents the development and testing of a model for explaining the learning outcomes when individuals use 3D virtual environments (VEs) in informal learning settings. For that matter, a VE was developed, presenting the work of a sculptress, namely Nausica Pastra. The following subjective factors were considered so as to build a research…
Descriptors: Informal Education, Computer Simulation, Museums, Outcomes of Education
Pyle, Andrew S. – Communication Teacher, 2018
Courses: This unit activity is intended for public relations (PR), crisis communication, or journalism courses. Objectives: The purpose is to equip future PR professionals with critical thinking skills and experience to manage crises. Students demonstrate mastery in two ways: by crafting clear crisis response messages and materials in a narrow…
Descriptors: Public Relations, Peace, Communication Strategies, Critical Thinking
Bosch, Nigel; Paquette, Luc – Journal of Learning Analytics, 2018
Metrics including Cohen's kappa, precision, recall, and F[subscript 1] are common measures of performance for models of discrete student states, such as a student's affect or behaviour. This study examined discrete model metrics for previously published student model examples to identify situations where metrics provided differing perspectives on…
Descriptors: Models, Comparative Analysis, Prediction, Probability
Sykes, Julie M. – Foreign Language Annals, 2018
The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Teaching Methods
Chirico, Alice; Glaveanu, Vlad Petre; Cipresso, Pietro; Riva, Giuseppe; Gaggioli, Andrea – Creativity Research Journal, 2018
Awe is a complex emotion characterized by feelings of vastness and a need for accommodation. The aim of this study was to investigate whether the experience of awe impacts on peculiar dimensions of creative potential in terms of creative thinking. Fifty-two university students were exposed both to an awe-inducing 3D-video and to a neutral one in a…
Descriptors: Creative Thinking, Psychological Patterns, College Students, Creativity Tests
Makela, Susanna; Si, Yajuan; Gelman, Andrew – Grantee Submission, 2018
Cluster sampling is common in survey practice, and the corresponding inference has been predominantly design-based. We develop a Bayesian framework for cluster sampling and account for the design effect in the outcome modeling. We consider a two-stage cluster sampling design where the clusters are first selected with probability proportional to…
Descriptors: Bayesian Statistics, Statistical Inference, Sampling, Probability
Imamoglu, Mehmet; Imamoglu, Osman – Online Submission, 2018
The purpose of this study is to examine three-dimensional human modeling software suitable for use in the field of sport sciences. Three-dimensional modeling takes place by transferring virtual objects to objects in our real or imaginary world. Virtual objects, which are transferred to virtual environments by a designer or a design team using…
Descriptors: Visual Aids, Computer Software, Human Body, Sports Medicine
Sinharay, Sandip – Grantee Submission, 2018
Response-time models are of increasing interest in educational and psychological testing. This paper focuses on the lognormal model for response times (van der Linden, 2006), which is one of the most popular response-time models, and suggests a simple person-fit statistic for the model. The distribution of the statistic under the null hypothesis…
Descriptors: Reaction Time, Educational Testing, Psychological Testing, Models
Rustam Shadiev; Qiwei Liang – Innovation in Language Learning and Teaching, 2024
Augmented Reality (AR) has gained significant attention in the field of language learning. This study conducted a systematic review of research on AR-supported language learning published between 2008 and 2022. Thirty articles were selected based on specific inclusion and exclusion criteria, and analyzed using an analytical framework with the…
Descriptors: Physical Environment, Simulated Environment, Computer Simulation, Handheld Devices
Maggie Mosher; Bruce Frey; Adam Carreon; Sean Smith; Amber Rowland; Alisa Lowrey – Journal of Interactive Learning Research, 2024
The primary aim of this manuscript is to describe the process of developing a reliable and valid instrument for measuring all users, including students with disabilities, sense of presence in a virtual environment. Presence can be described as feeling a part of another place other than where you are. A seven-step process is discussed and was…
Descriptors: Test Construction, Test Reliability, Test Validity, Students with Disabilities
Mark Frydenberg; David J. Yates; Andre Noonan – Information Systems Education Journal, 2024
This paper explores the course design and implementation of a first-year discovery seminar on "Living in the Metaverse" offered at a business university. Integrated with standardized college-readiness topics, the course combines hands-on activities with collaborative assignments and class discussions to present a multidisciplinary…
Descriptors: Pedagogical Content Knowledge, Technological Literacy, Interdisciplinary Approach, First Year Seminars

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