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Juanjuan Wu; Shiman Li; Scott Spicer; Charlie Heinz – Marketing Education Review, 2025
The development of the VR ecosystem presents an unprecedented opportunity for the future of retail. Cultivating the foundational knowledge and skills necessary for retail students to thrive in this environment is essential. This study explores the potential of one such intervention through a Virtual Reality Retailing course that integrates a…
Descriptors: Business Education, Retailing, Computer Simulation, Computer Literacy
Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
Carlos Sandoval-Medina; Carlos Argelio Arévalo-Mercado; Estela Lizbeth Muñoz-Andrade; Jaime Muñoz-Arteaga – Journal of Information Systems Education, 2024
Learning basic programming concepts in computer science-related fields poses a challenge for students, to the extent that it becomes an academic-social problem, resulting in high failure and dropout rates. Proposed solutions to the problem can be found in the literature, such as the development of new programming languages and environments, the…
Descriptors: Cognitive Ability, Computer Science Education, Programming, Instructional Materials
González-Martínez, Juan; Martí, Mar Camacho; Cervera, Mercè Gisbert – Australasian Journal of Educational Technology, 2019
The universalisation of immersive technologies and digital 3D environments has enabled simulated experiences to be created in various contexts, one of which is education. These environments have immense potential for, for example, generating immersive situations in which students can experience real learning. Although realism, dramatism and…
Descriptors: Computer Simulation, Realism, Drama, Student Teachers
Legacy, Chelsey; Zieffler, Andrew; Fry, Elizabeth Brondos; Le, Laura – Statistics Education Research Journal, 2022
The influx of data and the advances in computing have led to calls to update the introductory statistics curriculum to better meet the needs of the contemporary workforce. To this end, we developed the COMputational Practices in Undergraduate TEaching of Statistics (COMPUTES) instrument, which can be used to measure the extent to which computation…
Descriptors: Statistics Education, Introductory Courses, Undergraduate Students, Teaching Methods
Goh, Joelene; Truman, Barbara; Barber, Daniel – Interactive Learning Environments, 2019
Identifying characteristics of individuals who will be negatively impacted by interactive learning environments (ILE) was explored in a field study conducted among learners whose high-stakes performance depended upon grasping training scenarios quickly. Gauging the appropriateness of computer-based simulations for individuals became a pedagogical…
Descriptors: Individual Differences, Computer Assisted Instruction, Educational Technology, Self Efficacy
Jocius, Robin; O'Byrne, Ian; Blanton, Melanie; Albert, Jennifer; Joshi, Deepti; Robinson, Richard; Andrews, Ashley – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2021
This article describes the Infusing Computing project, a 4-year study designed to support middle and high school teachers in infusing computational thinking (CT) into their disciplinary teaching. Due to the COVID-19 pandemic, weeklong workshops held in summer 2020 were shifted to a virtual format and utilized emerging technology tools, synchronous…
Descriptors: Computer Literacy, Faculty Development, Pandemics, COVID-19
Kardipah, Seipah; Wibawa, Basuki – TechTrends: Linking Research and Practice to Improve Learning, 2020
This quasi-experimental study was conducted to investigate the effectiveness of PBL (problem-based learning) in a Flipped-Blended learning environment for improving the performance in a Computer Application Course of Bachelor of Economics for first year students at the Muhammadiyah School of Economics Jakarta, Indonesia. The respondents of this…
Descriptors: Blended Learning, Computer Simulation, Computer Literacy, Instructional Effectiveness
Can, Tuncer – Turkish Online Journal of Educational Technology - TOJET, 2020
Training foreign language teachers for 21st century requires the consideration of digital skills as well as the change of focus from more structural foreign language instruction to more discourse oriented foreign language instruction. In this context, pre-service language teachers need to learn language teaching methodology and instructional…
Descriptors: Foreign Countries, Preservice Teachers, Preservice Teacher Education, English Teachers
Warren, Scott; Najmi, Anjum; Beck, Dennis – Journal of Interactive Learning Research, 2019
There is evidence that video games can promote an inquiry-based and dynamic form of lifelong learning. For example, video games have been shown to support problem-solving processes, developing critical thinking skills, and foster the communication skills necessary for civic engagement. This study examined how scholarship is informed through…
Descriptors: Video Games, 21st Century Skills, Computer Literacy, Teaching Experience
Peng, Jacob; Abdullah, Ira – Accounting Education, 2018
The emphases of student involvement and meaningful engagement in the learner-centered education model have created a new paradigm in an effort to generate a more engaging learning environment. This study examines the success of using different simulation platforms in creating a market simulation to teach business processes in the accounting…
Descriptors: Business Administration Education, Simulation, Computer Uses in Education, Accounting
Al Hashimi, Sama'a – Journal of Education and Learning, 2019
In computer-based courses such as multimedia and digital design courses, being fully conversant with a computer application is almost unachievable within a single academic semester. Therefore, it is common for students to seek additional help and information from their lecturers either during office hours or through emails. It is also common for…
Descriptors: Teaching Methods, Multimedia Materials, Computer Science Education, Design
Vallance, Michael; Towndrow, Phillip A. – Pedagogies: An International Journal, 2016
In a world where technology has become pervasive in our lives, the notion of IT integration in education practice is losing its significance. It is now more appropriate to discuss transforming pedagogy where technology is not considered a tool anymore but part of what we are. To advance this hypothesis, an enterprising, student-directed approach…
Descriptors: Student Problems, Computer System Design, Computer Simulation, International Cooperation
Cakiroglu, Unal; Yilmaz, Huseyin – Contemporary Educational Technology, 2017
This article draws on a one-semester study to investigate the effect of videos and 3D animations on students' conceptual understandings about basic computer units. A quasi-experimental design was carried out in two classrooms; videos and 3D animations were used in classroom activities in one group and those were used for homework in the other…
Descriptors: Computer Literacy, Basic Skills, Animation, Computer Simulation
Abeldina, Zhaidary; Moldumarova, Zhibek; Abeldina, Rauza; Makysh, Gulmira; Moldumarova, Zhuldyz Ilibaevna – International Journal of Environmental and Science Education, 2016
This work reports on the use of virtual tools as means of learning process activation. A good result can be achieved by combining the classical learning with modern computer technology. By creating a virtual learning environment and using multimedia learning tools one can obtain a significant result while facilitating the development of students'…
Descriptors: Information Systems, Learning Processes, Computer Simulation, Multimedia Materials

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