Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 9 |
| Since 2007 (last 20 years) | 9 |
Descriptor
| Data Collection | 9 |
| Foreign Countries | 9 |
| Game Based Learning | 9 |
| Computer Simulation | 4 |
| Data Analysis | 4 |
| Artificial Intelligence | 3 |
| College Students | 3 |
| Distance Education | 3 |
| Educational Games | 3 |
| Educational Technology | 3 |
| Electronic Learning | 3 |
| More ▼ | |
Source
Author
Publication Type
| Journal Articles | 5 |
| Reports - Research | 4 |
| Collected Works - Proceedings | 3 |
| Information Analyses | 1 |
| Reports - Evaluative | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
Audience
Location
| Brazil | 2 |
| China | 2 |
| Australia | 1 |
| Czech Republic | 1 |
| Denmark | 1 |
| France | 1 |
| Germany | 1 |
| Indonesia | 1 |
| Iowa | 1 |
| Japan | 1 |
| New Zealand | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Nongluk Weerasiri; Pinanta Chatwattana – Journal of Education and Learning, 2025
The community-based learning model via game simulation to promote community public health diagnosis skills, or CBL model via game simulation, is a research tool that was devised based on the concepts of public health diagnosis using the seven community tools (geo-social mapping, genogram, community organization chart, local health system,…
Descriptors: Public Health, Educational Games, Computer Simulation, Game Based Learning
Oliveira, Wilk; TenĂ³rio, Kamilla; Hamari, Juho; Pastushenko, Olena; Isotani, Seiji – Smart Learning Environments, 2021
The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and "autotelic" experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether…
Descriptors: Prediction, Psychological Patterns, Learning Processes, Student Behavior
Agbo, Friday Joseph; Sanusi, Ismaila Temitayo; Oyelere, Solomon Sunday; Suhonen, Jarkko – Education Sciences, 2021
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus…
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology
Ahmad, Farzana Hayat – Waikato Journal of Education, 2020
The article documents the reflections on gathering data from the home country via distance while living and studying in New Zealand. These reflections strengthen the idea that data collection via distance could be a viable solution in circumstances where face-to-face data collection may not be an option. Three threads: negotiations, insider…
Descriptors: Videoconferencing, Data Collection, Observation, Interviews
Rosmansyah, Yusep; Achiruzaman, Mohamad; Hardi, Ariq Bani – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online…
Descriptors: Virtual Classrooms, Educational Games, Computer Simulation, Data Collection
Ifenthaler, Dirk; Gibson, David; Zheng, Longwei – International Association for Development of the Information Society, 2018
This study is part of a research programme investigating the dynamics and impacts of learning engagement in a challenge-based digital learning environment. Learning engagement is a multidimensional concept which includes an individual's ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process.…
Descriptors: Learner Engagement, Electronic Learning, Learning Analytics, College Students
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing…
Descriptors: Educational Technology, Electronic Learning, Technology Uses in Education, Teaching Methods
Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis

Peer reviewed
Direct link
