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Showing 1 to 15 of 19 results Save | Export
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Amanda M. Rosen; Lisa Kerr – Journal of Political Science Education, 2024
To what extent does educational gaming add value to more traditional instructional models in learning core concepts of national security and warfighting? This paper presents the results from a quasi-experimental, cross-sectional, and longitudinal study of students taking two standardized courses in the Joint Military Operations department at the…
Descriptors: Educational Games, Learning Processes, Student Attitudes, National Security
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Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael – Journal of Marketing Education, 2016
Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…
Descriptors: Marketing, Business Administration Education, Educational Games, Computer Simulation
Putman, Paul G. – ProQuest LLC, 2012
Adult learners can develop leadership skills and competencies such as conflict management and negotiation skills. Virtual simulations are among the emerging new technologies available to adult educators and trainers to help adults develop various leadership competencies. This study explored the impact of conflict management tactics as well as…
Descriptors: Leadership Training, Cognitive Style, Computer Simulation, Adult Students
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Mann, Dale; Reardon, R. M.; Becker, J. D.; Shakeshaft, C.; Bacon, Nicholas – Journal of Research on Leadership Education, 2011
This paper describes the use of advanced computer technology in an innovative educational leadership program. This program integrates full-motion video scenarios that simulate the leadership challenges typically faced by principals over the course of a full school year. These scenarios require decisions that are then coupled to consequences and…
Descriptors: Instructional Leadership, Leadership Training, Teaching Methods, Problem Based Learning
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Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
Miller, Chris; Self, Nate; Garven, Sena; Allen, Nate – Journal of Asynchronous Learning Networks, 2011
Given the complex environment in which the U.S. military operates, leaders at all levels must be prepared for a force that is more responsive to regional combatant commanders needs, better employs joint capabilities, facilitates force packaging and rapid deployment, and fights self contained units in non-linear, non-contiguous battle space. This…
Descriptors: Leadership Training, Military Personnel, Computer Uses in Education, Computer Simulation
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Lee, Kangdon – InSight: A Journal of Scholarly Teaching, 2012
Students acquire knowledge and skills through different modes of instruction that include classroom lectures with textbooks, computers, and the like. The availability and choice of learning innovation depends on the individual's access to technologies and on the infrastructure environment of the surrounding community. In this rapidly changing…
Descriptors: Computer Uses in Education, Computer Simulation, Visual Aids, Technology Integration
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
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Mikropoulos, Tassos A.; Natsis, Antonis – Computers & Education, 2011
This study is a ten-year critical review of empirical research on the educational applications of Virtual Reality (VR). Results show that although the majority of the 53 reviewed articles refer to science and mathematics, researchers from social sciences also seem to appreciate the educational value of VR and incorporate their learning goals in…
Descriptors: Constructivism (Learning), Computer Simulation, Research Methodology, Virtual Classrooms
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Burden, Kevin John – Campus-Wide Information Systems, 2010
Purpose: This paper seeks to identify and develop an exploratory framework for conceptualising how teachers might use the affordances of Web 2.0 technologies to support their own professional learning. Design/methodology/approach: The paper draws on a large corpus of literature and recent research evidence to identify the principal elements and…
Descriptors: Foreign Countries, Web Sites, Electronic Publishing, Computer Mediated Communication
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Belghith, K.; Nkambou, R.; Kabanza, F.; Hartman, L. – IEEE Transactions on Learning Technologies, 2012
Roman Tutor is a tutoring system that uses sophisticated domain knowledge to monitor the progress of students and advise them while they are learning how to operate a space telerobotic system. It is intended to help train operators of the Space Station Remote Manipulator System (SSRMS) including astronauts, operators involved in ground-based…
Descriptors: Foreign Countries, Computer Uses in Education, Instructional Materials, Space Exploration
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Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
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Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
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Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Eldakak, Sam – Online Submission, 2012
Computers can help the range of ways learners build up their own perception. Students who collect data from the Internet can be self-directed and independent. They can select sources to study and the connections to follow. Relying on the bounds laid down by teachers, the students may be in full control of their subjects and their studies. Students…
Descriptors: Computer Uses in Education, Computer Software, Educational Technology, Multimedia Materials
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