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Ling Wu; Shuxin Wang – Education and Information Technologies, 2025
Contemporary technological advancements offer new possibilities for enhancing user creativity. We aimed to explore how technology can boost student creativity to meet the twenty-first century's demand for innovative talent. Based on the 4P model of creativity (person, process, product, and press) and constructivist theory, a virtual reality (VR)…
Descriptors: Computer Simulation, Brain, Biofeedback, Creativity
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Yupei Duan; Xinhao Xu; Hao He; Shangman Li; Yuanyuan Gu – Journal of Interactive Learning Research, 2025
This study examines "VirtualGeo", a Mixed Reality and Generative AI platform designed to enhance U.S. geography knowledge among international students. By integrating immersive technologies, VirtualGeo allows students to engage with spatial content within an interactive digital landscape. Using a mixed-methods approach, the study…
Descriptors: Computer Simulation, Artificial Intelligence, Geography Instruction, Educational Environment
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Chernikova, Olga; Heitzmann, Nicole; Stadler, Matthias; Holzberger, Doris; Seidel, Tina; Fischer, Frank – Review of Educational Research, 2020
Simulation-based learning offers a wide range of opportunities to practice complex skills in higher education and to implement different types of scaffolding to facilitate effective learning. This meta-analysis includes 145 empirical studies and investigates the effectiveness of different scaffolding types and technology in simulation-based…
Descriptors: Simulation, Higher Education, Instructional Effectiveness, Scaffolding (Teaching Technique)
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Abrandt Dahlgren, Madeleine; Fenwick, Tara; Hopwood, Nick – Teaching in Higher Education, 2016
Despite the widespread interest in using and researching simulation in higher education, little discussion has yet to address a key pedagogical concern: difficulty. A "sociomaterial" view of learning, explained in this paper, goes beyond cognitive considerations to highlight dimensions of material, situational, representational and…
Descriptors: Simulation, Higher Education, Social Theories, Experiential Learning
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Lamanauskas, Vincentas, Ed. – International Baltic Symposium on Science and Technology Education, 2019
These proceedings contain papers of the 3rd International Baltic Symposium on Science and Technology Education (BalticSTE2019) held in Šiauliai, Lithuania, June 17-19, 2019. This symposium was organized by the Scientific Methodical Center "Scientia Educologica" in cooperation with the Institute of Education, Šiauliai University. The…
Descriptors: Science Education, Technology Education, Formative Evaluation, Chemistry
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Saeed, Nauman; Sinnappan, Sukunesan – International Journal of Virtual and Personal Learning Environments, 2013
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Higher Education
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Mascia, Maria Lidia, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers of the 16th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2019), held during November 7-9, 2019, which has been organized by the International Association for Development of the Information Society (IADIS) and co-organised by University Degli Studi di Cagliari, Italy.…
Descriptors: Teaching Methods, Cooperative Learning, Engineering Education, Critical Thinking
Bell, Margaret E. – Simulation/Games for Learning, 1982
Describes the game STRATAGEM and its usage by university students preparing for examinations. The game, which comprises questions coded by topic and level of complexity (recall, application, and inference), is designed to focus student attention on important content, foster accurate assessment of team potential, and encourage risk-taking.…
Descriptors: Difficulty Level, Educational Games, Group Dynamics, Higher Education
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Wise, Steven L.; Finney, Sara J.; Enders, Craig K.; Freeman, Sharon A.; Severance, Donald D. – Applied Measurement in Education, 1999
Examined whether providing item review on a computerized adaptive test could be used by examinees to inflate their scores. Two studies involving 139 undergraduates suggest that examinees are not highly proficient at discriminating item difficulty. A simulation study showed the usefulness of a strategy identified by G. Kingsbury (1996) as a way to…
Descriptors: Adaptive Testing, Computer Assisted Testing, Difficulty Level, Higher Education
McKinley, Robert L.; Reckase, Mark D. – 1983
Real test data of unknown structure were analyzed using both a unidimensional and a multidimensional latent trait model in an attempt to determine the underlying components of the test. The models used were the three-parameter logistic model and a multidimensional extension of the two-parameter logistic model. The basic design for the analysis of…
Descriptors: Data Analysis, Difficulty Level, Goodness of Fit, Higher Education
Lazarte, Alejandro A. – 1999
Two experiments reproduced in a simulated computerized test-taking situation the effect of two of the main determinants in answering an item in a test: the difficulty of the item and the time available to answer it. A model is proposed for the time to respond or abandon an item and for the probability of abandoning it or answering it correctly. In…
Descriptors: Computer Assisted Testing, Difficulty Level, Higher Education, Probability
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Kaplan, Craig A.; Simon, Herbert A. – Cognitive Psychology, 1990
Attaining the insight needed to solve the Mutilated Checkerboard problem, which requires discovery of an effective problem representation (EPR), is described. Performance on insight problems can be predicted from the availability of generators and constraints in the search for an EPR. Data for 23 undergraduates were analyzed. (TJH)
Descriptors: Cognitive Processes, Computer Simulation, Difficulty Level, Heuristics
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Mattoon, Joseph S.; Klein, James D. – Journal of Educational Computing Research, 1993
Discussion of learner control in computer-assisted instructional simulations focuses on an experiment conducted with undergraduate students that compared three different treatments for instructional control in an aircraft simulator. Topics addressed include performance on immediate and delayed posttests; practice; student attitudes; effects of…
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Simulation
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Etzion, Dalia; Segev, Eli – Simulation and Games, 1984
Describes a study which used a graduate-level business game to examine consequences of objectively determined fit between managers' specialized competence and their functional roles in terms of individual and group performance. The game simulates a work environment of top-level management in industrial firms with responsibility for making…
Descriptors: Administrator Education, Competence, Difficulty Level, Educational Games
Quinn, James; And Others – 1996
A dilemma in designing computer simulations for instruction is how to provide a challenging exploratory environment and yet provide sufficient support so that students do not become lost. Directive support such as corrective feedback may detract from the exploratory quality of a simulation. Two methods of non-directive support are: (1) simplifying…
Descriptors: Computer Assisted Instruction, Computer Simulation, Cooperative Learning, Design Preferences
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