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Showing 1 to 15 of 85 results Save | Export
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Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Arantes do Amaral, João Alberto; Hess, Aurélio – International Journal of Instruction, 2018
In this article, we discuss the ripple effects of the WEBSIM FISHBANKS Simulation Laboratory held at Federal University of Sao Paulo (UNIFESP) in 2014, held as a result of a partnership between the Sloan School of Management of the Massachusetts Institute of Technology, the UNIFESP, and the Brazilian Chapter of the System Dynamics Society of…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Laboratories
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Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
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Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
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Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
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Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction
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Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
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Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara – International Journal of Game-Based Learning, 2013
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…
Descriptors: Computer Simulation, Computer Games, Educational Games, Teamwork
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Cetin-Dindar, Ayla; Boz, Yezdan; Sonmez, Demet Yildiran; Celep, Nilgun Demirci – Chemistry Education Research and Practice, 2018
In this study, a mixed-method design was employed to investigate pre-service chemistry teachers' Technological Pedagogical Content Knowledge (TPACK) development. For effective technology integration in instruction, knowledge about technology is not enough; teachers should have different knowledge types which are content, pedagogical, and…
Descriptors: Pedagogical Content Knowledge, Science Teachers, Chemistry, Technological Literacy
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Lu, Su-Ju; Liu, Ying-Chieh – Environmental Education Research, 2015
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…
Descriptors: Foreign Countries, Marine Education, Elementary School Students, Educational Games
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Kim, Minsung; Shin, Jungyeop – Journal of Geography, 2016
This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…
Descriptors: Urban Areas, Geography Instruction, Computer Simulation, Teaching Methods
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Wu, Ko-Chiu; Huang, Po-Yuan – Journal of Educational Computing Research, 2015
This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
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