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Hutt, Stephen; Ocumpaugh, Jaclyn; Ma, Juliana; Andres, Alexandra L.; Bosch, Nigel; Paquette, Luc; Biswas, Gautam; Baker, Ryan S. – International Educational Data Mining Society, 2021
Self-regulated learning (SRL) is a critical 21st -century skill. In this paper, we examine SRL through the lens of the searching, monitoring, assessing, rehearsing, and translating (SMART) schema for learning operations. We use microanalysis to measure SRL behaviors as students interact with a computer-based learning environment, Betty's Brain. We…
Descriptors: Models, Self Control, Learning Strategies, Student Behavior
Hoernle, Nicholas; Gal, Kobi; Grosz, Barbara; Protopapas, Pavlos; Rubin, Andee – International Educational Data Mining Society, 2018
Simulations that combine real world components with interactive digital media provide a rich setting for students with the potential to assist knowledge building and understanding of complex physical processes. This paper addresses the problem of modeling the effects of multiple students' simultaneous interactions on the complex and exploratory…
Descriptors: Computer Simulation, Student Behavior, Interaction, Markov Processes
Orhan, Sevil; Karaman, M. Kemal – International Association for Development of the Information Society, 2014
Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…
Descriptors: Computer Simulation, Simulated Environment, Cooperative Learning, Educational Environment
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
Kutina, Kenneth L.; Zullig, Craig M.; Starkman, Glenn D.; Tanski, Laura E. – 2002
A model for simulating college and university operations, finances, program investments, and market response in terms of applicants, acceptances, and retention has been developed and implemented using the system dynamics approach. The Model for University Strategic Evaluation (MUSE) is a simulation of the total operations of the university,…
Descriptors: Colleges, Evaluation Methods, Higher Education, Institutional Evaluation
Hubal, Robert C.; Helms, Robert F.; Triplett, Suzanne E. – 1997
Leading-edge technologies, integrated with emerging educational methodologies, make the Advanced Learning Environment (ALE) model cost effective and efficient for learning. The ALE integrates virtual reality and other enabling technologies such as natural language processing, animation, video, courseware, sound, projection, CD-ROM, and distance…
Descriptors: Adult Education, Computer Simulation, Experiential Learning, Learning Strategies
Putnam, Linda L. – 1983
Laboratory simulations combine the strengths of lab experiments and field studies while avoiding many of their liabilities. They permit the emotional involvement, the time needed for development of norms and interlocked systems of interaction, and the broad range of variables typical of field settings, yet allow for experimental controls and…
Descriptors: Behavioral Science Research, Case Studies, Communication (Thought Transfer), Field Studies
Chen, Jean – 1974
In a 1973 Smithsonian behavioral science project, observational methods were used to record school group behaviors during docent guided tours in the National Museum of History and Technology. The purpose of this exploratory study was to reveal the natural museum habitat and criterion behaviors of visiting fourth through sixth graders. Children's…
Descriptors: Behavioral Science Research, Classroom Observation Techniques, Discovery Learning, Experiential Learning
Ressler, Ralph – 1976
The paper describes a Virginia career education project tested in 1974-5 at 10 field sites with sixth through ninth grade students. The simulation-based curriculum, Careers and You, takes a clusters approach to career orientation. Designed for a total school year, the curriculum repeats its sequence of phases so that each is emphasized twice. The…
Descriptors: Career Awareness, Career Education, Career Exploration, Curriculum Design