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Showing 1 to 15 of 24 results Save | Export
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González-Marcos, Ana; Alba-Elías, Fernando; Ordieres-Meré, Joaquín – British Journal of Educational Technology, 2016
The goal of this paper is to present a competence assessment method in project management that is based on participants' performance and value creation. It seeks to close an existing gap in competence assessment in higher education. The proposed method relies on information and communication technology (ICT) tools and combines Project Management…
Descriptors: Program Administration, Evaluation Methods, Competence, Higher Education
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Lukosch, Heide; Groen, Daan; Kurapati, Shalini; Klemke, Roland; Verbraeck, Alexander – International Journal of Game-Based Learning, 2016
This study introduces the concept of microgames to support situated learning in order to foster situational awareness (SA) of planners in seaport container terminals. In today's complex working environments, it is often difficult to develop the required level of understanding of a given situation, described as situational awareness. A container…
Descriptors: Performance, Foreign Countries, Case Studies, Games
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Farrel, Dorothy; Ray, Kateri; Rich, Telvis; Suarez, Zulema; Christenson, Brian; Jennigs, Lisa – Journal of Teaching in Social Work, 2018
With an increase in social work courses being offered in online and hybrid formats, it is imperative that social work programs understand the new teaching tenets and engagement mediums employed to meet the new Council on Social Work Education's Educational Policy and Accreditation Standards. This meta-analysis explores best-practices pedagogy for…
Descriptors: Meta Analysis, Social Work, Online Courses, Learner Engagement
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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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Savin-Baden, Maggi – London Review of Education, 2013
This paper will present a study that explored the perceived impact of spatial practice in "Second Life" (SL) on teaching and learning from the point of view of participants in higher education (lecturers, developers and researchers). Narrative inquiry was used to access stories and experiences of space and spatial practice from staff…
Descriptors: Program Effectiveness, Teacher Attitudes, Cues, Information Technology
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Siewiorek, Anna; Saarinen, Eeli; Lainema, Timo; Lehtinen, Erno – Computers & Education, 2012
In today's unstable market economy, individuals have to be skilled to work efficiently in constantly changing and complex situations. Thus, graduate students have to be trained to cope with unpredictable situations before they enter the workforce. They need to exercise occupational skills, such as leadership skills, during higher education.…
Descriptors: Graduate Students, Higher Education, Free Enterprise System, Educational Games
Johnson, L.; Adams Becker, S.; Estrada, V.; Martín, S. – New Media Consortium, 2013
The "Technology Outlook for STEM+ Education 2013-2018: An NMC Horizon Project Sector Analysis" reflects a collaborative research effort between the New Media Consortium (NMC), the Centro Superior para la Enseñanza Virtual (CSEV), the Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a…
Descriptors: Technology Uses in Education, Computer Uses in Education, Adoption (Ideas), Technological Advancement
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deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females
Association Supporting Computer Users in Education, 2019
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Small Colleges, Computer Uses in Education, Educational Technology, Open Educational Resources
Association Supporting Computer Users in Education, 2018
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Uses in Education, Conferences (Gatherings), College Students, Portfolios (Background Materials)
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Unterhalter, Elaine – London Review of Education, 2009
Global social justice is often portrayed as a project of either developing appropriate dispositions or of amending the rules that govern global interaction. Despite policy pronouncements by many university vice chancellors on the significance of higher education in contributing to learning about global social justice, there is very little…
Descriptors: Social Justice, Assignments, Higher Education, Educational Resources
Weinstein, Margery – Training, 2010
The youngest workforce generation seems to crave games and simulations, and even older workers are coming to enjoy them. But what do new trends in these areas mean for the company, the learners, and the organization's strategic goals? In this article, two experts in the field, Clarissa Graffeo and David Metcalf of the Mixed Emerging Technology…
Descriptors: Games, Ethnology, Computer Simulation, Educational Technology
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Brandt, Andrew E.; Pietras, Cynthia J. – Psychological Record, 2008
A single-subject design was used in 2 experiments about the effects of percentage payback (winnings in proportion to total amount bet) on gambling on a slot-machine simulation in 8 adult humans. In Experiment 1, percentage payback was varied across a wide range of values, and participants were exposed extensively to percentage-payback conditions.…
Descriptors: Probability, Behavior Problems, Games, Debt (Financial)
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Warburton, Steven – British Journal of Educational Technology, 2009
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Computers, Internet
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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
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