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Manburg, Jamie; Moore, Rashid; Griffin, David; Seperson, Marvin – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2017
This paper discusses preservice teachers' perceptions of an online, in-house diversity simulation in an undergraduate teacher education program conducted over a 3-year period. The diversity simulation was a nontraditional capstone experience for 193 preservice teachers in majors ranging from early childhood to secondary education. The diversity…
Descriptors: Undergraduate Students, Teacher Education Programs, Online Courses, Computer Simulation
Goldhaber, Dan; Long, Mark C.; Person, Ann E.; Rooklyn, Jordan – National Center for Analysis of Longitudinal Data in Education Research (CALDER), 2017
We investigate factors influencing student sign-ups for Washington State's College Bound Scholarship (CBS) program. We find a substantial share of eligible middle school students fail to sign the CBS, forgoing college financial aid. Student characteristics associated with signing the scholarship parallel characteristics of low-income students who…
Descriptors: Predictor Variables, Middle School Students, College Preparation, Mixed Methods Research
Oltman, Julie; Hammond, Thomas C. – AERA Online Paper Repository, 2017
This mixed-methods study explored the use of an augmented reality, location-based, iPad game to enhance the learning experience of young elementary history students. Utilizing the ARIS platform and a design-based research approach, researchers and teachers built a customized game experience that was inserted into a school's traditional second…
Descriptors: Game Based Learning, History Instruction, Computer Simulation, Elementary School Students
Lee, Young-Jin – Journal of Computers in Mathematics and Science Teaching, 2015
The aims of this study are: (1) to develop iPad-based computer simulations called iSimPhysics that can help people learn Newtonian physics concepts; and (2) to assess its educational benefits and pedagogical usefulness. To facilitate learning, iSimPhysics visualizes abstract physics concepts, and allows for conducting a series of computer…
Descriptors: Physics, Science Instruction, Handheld Devices, Educational Technology
Mazur, Amber D.; Brown, Barbara; Jacobsen, Michele – Canadian Journal of Learning and Technology, 2015
The flipped classroom is an instructional model that leverages technology-enhanced instruction outside of class time in order to maximize student engagement and learning during class time. As part of an action research study, the authors synthesize reflections about how the flipped classroom model can support teaching, learning and assessment…
Descriptors: Technology Uses in Education, Blended Learning, Inquiry, Active Learning
Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi – Interactive Learning Environments, 2013
This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…
Descriptors: Computer Simulation, Cooperation, Electronic Learning, Visual Aids
Eriksson, Urban; Linder, Cedric; Airey, John; Redfors, Andreas – European Journal of Science and Mathematics Education, 2014
Education is increasingly being framed by a competence mindset; the value of knowledge lies much more in competence performativity and innovation than in simply knowing. Reaching such competency in areas such as astronomy and physics has long been known to be challenging. The movement from everyday conceptions of the world around us to a…
Descriptors: Astronomy, Physics, Science Education, Video Technology
Bliemel, Michael; Ali-Hassan, Hossam – Journal of Information Systems Education, 2014
For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…
Descriptors: Experiential Learning, Educational Games, Management Information Systems, Computer Science Education
Williams, Dina – Industry and Higher Education, 2015
The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in…
Descriptors: Computer Games, Educational Games, Computer Simulation, Entrepreneurship
Chang Rundgren, Shu-Nu; Nyberg, Lars; Evers, Mariele; Alexandersson, Jan – Asia-Pacific Forum on Science Learning and Teaching, 2015
Numerous of sustainable development related challenges are emerging today, e.g. flooding problems. Our group has developed "the flood walk" project since 2010 to convey flood risk knowledge in an authentic context. Considering the limitation of time and space to educate people the flood risk knowledge, we tried to transform the physical…
Descriptors: Risk, Natural Disasters, Sustainable Development, Field Trips
Jaakkola, T.; Veermans, K. – Journal of Computer Assisted Learning, 2015
Contemporary evidence on the effectiveness of concrete and abstract representations in science education is based solely on studies conducted in college context. There it has been found that learning with abstract representations produces predominantly better outcomes than learning with concrete representations and combining the representations…
Descriptors: Elementary School Students, Elementary School Science, Science Instruction, Computer Simulation
Gregory, Sue; Scutter, Sheila; Jacka, Lisa; McDonald, Marcus; Farley, Helen; Newman, Chris – Educational Technology & Society, 2015
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new technology to provide their students with new learning experiences that were difficult to provide any other way. But since that time,…
Descriptors: Educational Technology, Computer Simulation, Teaching Methods, Higher Education
Koutalidi, Sophia; Psallidas, Vassilis; Scoullos, Michael – Chemistry Education Research and Practice, 2016
In searching for effective ways to combine science/chemical education with EE/ESD, new didactic materials were designed and produced focussing on biogeochemical cycles and their connection to sustainable development. The materials were experimentally applied in 16 Greek schools under the newly introduced compulsory "school project" which…
Descriptors: Biochemistry, Science Instruction, Secondary School Science, Intervention
Oliver, Simon – International Journal of Environmental and Science Education, 2016
Learners were separated into groups representing the interests of parties that typically negotiate environmental affairs in real world scenarios (conservationists, scientists, politicians, NGOs, stakeholders), and tasked with preparing role-play simulations using a variety of flipped learning techniques. Learners' carbon footprints were monitored…
Descriptors: Role Playing, Environment, Simulation, Case Studies
Katz, Ellen; Tufford, Lea; Bogo, Marion; Regehr, Cheryl – Journal of Teaching in Social Work, 2014
Pre-practicum student reflections were studied using an Objective Standard Clinical Examination adapted for social work. One hundred and nine students conducted simulated interviews and immediately wrote answers to reflective questions. Reflections were studied using descriptive qualitative methodology. Three patterns emerged: students rely…
Descriptors: Social Work, Practicums, Interviews, Emotional Response

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