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Bursens, P., Ed.; Donche, V., Ed.; Gijbels, D., Ed.; Spooren, P., Ed. – Springer, 2018
This volume brings together both political and educational scientists. While educational research literature has so far not systematically addressed the tool of simulations of decision-making, political scientists have hardly used insights from research on assessment or on motivation and interest of students. Almost all political science…
Descriptors: Simulation, Decision Making, Political Science, Educational Research
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Lynch, Ronan; Mallon, Bride; Connolly, Cornelia – International Journal of Game-Based Learning, 2015
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Teaching Methods
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Zhang, Bo; Robb, Nigel; Eyerman, Joe; Goodman, Lizbeth – International Journal of E-Learning & Distance Education, 2017
In response to the growing trend of internationalisation in education, it is important to consider approaches to help international students integrate in their new settings. One possible approach involves the use of e-Learning tools, such as virtual worlds and gamification. To maximise the potential effectiveness of such tools, it may be…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Educational Games
Shaughnessy, Michael F. – Educational Technology, 2014
In this article, Michael F. Shaughnessy, Contributing Editor of this journal, interviews David Dockterman, Chief Architect, Learning Sciences, at Scholastic Education, where he provides guidance on turning research into practical programs. Dockterman was one of the founders of Tom Snyder Productions, a leading educational software developer and…
Descriptors: Interviews, Computer System Design, Computer Software, Computer Simulation
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Gilad, Benjamin; Chussil, Mark – Performance Improvement, 2013
Executive development programs teach various skills deemed important in future leaders and help shape future leadership and its performance. However, they are often excessively focused on competencies required for dealing with internal issues and relationships. They do a much less admirable job preparing future executives for the unique skills…
Descriptors: Management Development, Competition, Games, Performance Technology
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Metcalf, Shari; Chen, Jason; Kamarainen, Amy; Frumin, Kim; Vickrey, Trisha; Grotzer, Tina; Dede, Chris – International Journal of Virtual and Personal Learning Environments, 2014
In incorporating technology in science education, some have expressed concern that the value added by technology is primarily due to the novelty or excitement about using the devices, resulting in no lasting effect on student motivation or learning in science. This research addresses this concern through evaluation of student motivation during a…
Descriptors: Student Motivation, Virtual Classrooms, Computer Uses in Education, Computer Simulation
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Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
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Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
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Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis – Interactive Learning Environments, 2016
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Descriptors: Computer Software, Computer Simulation, Program Development, Teaching Methods
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
Myers, Rodney Dean – ProQuest LLC, 2012
In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…
Descriptors: Simulation, Teaching Methods, Interaction, Computer Games
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2025
These proceedings contain the papers of the 22nd International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2025), held in Porto, Portugal, from 1 to 3 November 2025 and organized by the International Association for Development of the Information Society (IADIS). [Individual papers are indexed in ERIC.]
Descriptors: Technology Uses in Education, Educational Technology, Artificial Intelligence, Concept Mapping
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Bressler, D. M.; Bodzin, A. M. – Journal of Computer Assisted Learning, 2013
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision-based AR learning games. This study investigated factors…
Descriptors: Psychological Patterns, Affective Behavior, Learner Engagement, Secondary School Students
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Bowling, Kristi G.; Miller, Leslie M.; Patel, Ruchita; Bass, Kristin M. – Electronic Journal of Science Education, 2017
"Virtual Clinical Trials" simulations were designed to highlight neuroscience research and reinforce experimental design through the recreation of published clinical trials. This paper reports the effectiveness of "Virtual Clinical Trials" simulations in improving knowledge of concepts related to the experimental design process…
Descriptors: Computer Simulation, Neurosciences, Knowledge Level, High School Students
Baker, Jamie Feild; Hunter, John – Independent School, 2013
In an era of unprecedented volatility, ambiguity, impassioned conflict, and intractable problems that affect the basic living conditions and prosperity of many, education has never been more important or more in need of purpose, meaning, and applicability. The solutions to the dilemmas that define our world will be created and implemented in the…
Descriptors: Educational Games, Global Education, Peace, Computer Simulation
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