Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Electronic Learning | 5 |
| Simulated Environment | 5 |
| Student Projects | 5 |
| Computer Simulation | 4 |
| Educational Games | 3 |
| Educational Technology | 3 |
| Role Playing | 3 |
| Active Learning | 2 |
| Barriers | 2 |
| Computer Science Education | 2 |
| Computer Software | 2 |
| More ▼ | |
Source
| British Journal of… | 1 |
| Interactive Technology and… | 1 |
| Journal of College Teaching &… | 1 |
| Simulation & Gaming | 1 |
| Turkish Online Journal of… | 1 |
Author
| Capacho, Jose | 1 |
| Falloon, Garry | 1 |
| Mariais, Christelle | 1 |
| Michau, Florence | 1 |
| Minocha, Shailey | 1 |
| Morse, David R. | 1 |
| Pernin, Jean-Philippe | 1 |
| Riegle, Rodney P. | 1 |
Publication Type
| Journal Articles | 5 |
| Reports - Descriptive | 2 |
| Reports - Research | 2 |
| Reports - Evaluative | 1 |
Education Level
| Postsecondary Education | 3 |
| Elementary Secondary Education | 2 |
| Higher Education | 2 |
| Adult Education | 1 |
Audience
Location
| New Zealand | 1 |
| United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Capacho, Jose – Turkish Online Journal of Distance Education, 2016
The main objective of this paper is to show a set of new methodologies applied in the teaching of Computer Science using ICT. The methodologies are framed in the conceptual basis of the following sciences: Psychology, Education and Computer Science. The theoretical framework of the research is supported by Behavioral Theory, Gestalt Theory.…
Descriptors: Teaching Methods, Information Technology, Computer Science Education, Games
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
Minocha, Shailey; Morse, David R. – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Descriptors: Foreign Countries, Web Sites, Distance Education, Cooperation
Riegle, Rodney P. – Journal of College Teaching & Learning, 2007
In the 20th century, student work was dominated by paper-print assignments, particularly essays. This was a reflection of the dominant media technology of that century--books, magazines, newspapers, radio, and television. But those days are gone. In the 21st century, the dominant media technology of today's students is the Internet. In addition to…
Descriptors: Student Projects, Essays, Printed Materials, Assignments

Peer reviewed
Direct link
