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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
Marsh, Jackie – Reading Research Quarterly, 2011
This study examined the literacy practices of children ages 5-11 as they engaged in out-of-school use of virtual worlds. The purpose of the study was to explore the nature, purpose, and role of literacy in children's use of a virtual world. In this article, I reflect on how children's use of literacy practices in the virtual world constructed and…
Descriptors: Foreign Countries, Children, Recreational Activities, Computer Simulation
Dalgarno, Barney; Lee, Mark J. W.; Carlson, Lauren; Gregory, Sue; Tynan, Belinda – Australasian Journal of Educational Technology, 2011
This article describes the research design of, and reports selected findings from, a scoping study aimed at examining current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. The scoping study is the first of its kind in the region, intended to parallel and complement a…
Descriptors: Foreign Countries, Higher Education, Computer Simulation, Simulated Environment
Urban, Michael J., Ed.; Falvo, David A., Ed. – IGI Global, 2016
The application of technology in classroom settings has equipped educators with innovative tools and techniques for effective teaching practice. Integrating digital technologies at the elementary and secondary levels helps to enrich the students' learning experience and maximize competency in the areas of science, technology, engineering, and…
Descriptors: Elementary Secondary Education, STEM Education, Outcomes of Education, Technology Integration
Lu, Lilly – Studies in Art Education: A Journal of Issues and Research in Art Education, 2013
3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…
Descriptors: Art Education, Virtual Classrooms, Learning Experience, Online Courses
Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai – Simulation & Gaming, 2009
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Descriptors: Artificial Intelligence, Games, Video Technology, Technological Advancement
Mayer, Igor S. – Simulation & Gaming, 2009
This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…
Descriptors: Policy Analysis, Public Policy, Simulation, Computer Simulation
Juslin, Peter; Nilsson, Hakan; Winman, Anders – Psychological Review, 2009
Probability theory has long been taken as the self-evident norm against which to evaluate inductive reasoning, and classical demonstrations of violations of this norm include the conjunction error and base-rate neglect. Many of these phenomena require multiplicative probability integration, whereas people seem more inclined to linear additive…
Descriptors: Probability, Theories, Norms, Computer Simulation
Thavikulwat, Precha – Simulation & Gaming, 2009
Pursuing a line of inquiry suggested by Crookall, Martin, Saunders, and Coote, the author applied, within the framework of design science, an optimal-design approach to incorporate into a computer-assisted simulation two innovative social choice processes: the multiple period double auction and continuous voting. Expectations that the…
Descriptors: Computer Simulation, Self Determination, Educational Technology, Social Theories
Wyble, Brad; Bowman, Howard; Nieuwenstein, Mark – Journal of Experimental Psychology: Human Perception and Performance, 2009
The attentional blink (J. E. Raymond, K. L. Shapiro, & K. M. Arnell, 1992) refers to an apparent gap in perception observed when a second target follows a first within several hundred milliseconds. Theoretical and computational work have provided explanations for early sets of blink data, but more recent data have challenged these accounts by…
Descriptors: Visual Stimuli, Short Term Memory, Cognitive Processes, Eye Movements
Mayer, F. Stephan; Frants, Cynthia McPherson; Bruehlman-Senecal, Emma; Dolliver, Kyffin – Environment and Behavior, 2009
Three studies examine the effects of exposure to nature on positive affect and ability to reflect on a life problem. Participants spent 15 min walking in a natural setting (Studies 1, 2, & 3), an urban setting (Study 1), or watching videos of natural and urban settings (Studies 2 & 3). In all three studies, exposure to nature increased…
Descriptors: Ecology, Natural Resources, Role, Affective Behavior
Wallach, Helene S.; Safir, Marilyn P.; Bar-Zvi, Margalit – Behavior Modification, 2009
Public speaking anxiety (PSA) is a common phobia. Although cognitive behavior therapy (CBT) is preferred, difficulties arise with the exposure component (lack of therapist control, patient's inability to imagine, self-flooding, loss of confidentiality resulting from public exposure). Virtual reality CBT (VRCBT) enables a high degree of therapist…
Descriptors: Public Speaking, Computer Simulation, Behavior Modification, Confidentiality
Shute, Valerie J.; Masduki, Iskandaria; Donmez, Oktay – Technology, Instruction, Cognition and Learning, 2010
The first challenge of accomplishing the goals of any successful instructional system depends on accurately assessing learners and leveraging the information to improve learning (e.g., Conati, 2002; Park & Lee, 2003; Shute, Lajoie, & Gluck, 2000; Snow, 1994). This paper describes an approach for modeling key competencies and developing…
Descriptors: Student Evaluation, Evaluation Methods, Feedback (Response), Thinking Skills
Communication and Education in a Virtual World: Avatar-Mediated Teaching and Learning in Second Life
Mon, Lorri – International Journal of Virtual and Personal Learning Environments, 2010
Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Computer Simulation, Teaching Methods
Vallance, Michael; Martin, Stewart; Wiz, Charles; van Schaik, Paul – International Journal of Virtual and Personal Learning Environments, 2010
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social constructivist learning, personal interpretation, decision-making and community cooperation fosters long-term understanding and transference of learned concepts. The construction of…
Descriptors: Instructional Design, Science Instruction, Science Education, Computer Simulation