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Jackson, Nicole C.; Halbert, Austin – Management Teaching Review, 2021
With greater demand for business educators and students to focus on 21st-century skills, project-based learning (PBL) has become increasingly important. The PBL method complements existing curriculum by enabling direct transference of course concepts into real-world application. Despite known benefits, some management educators may shy away from…
Descriptors: Student Projects, Active Learning, Management Development, Business Administration Education
Senkbeil, Karsten; Martin, Gillian; O'Rourke, Breffni – Research-publishing.net, 2022
This paper discusses the potential of immersing foreign language learners in Social Virtual Reality (SVR) in an international seminar, designed by the authors, called SpEakWise VR, combining the tandem language learning paradigm with gamification in immersive virtual environments. SpEakWise VR builds on an existing telecollaboration (SpEakWise)…
Descriptors: German, English (Second Language), Second Language Learning, Second Language Instruction
Munir, Laine – Journal of Political Science Education, 2023
This teaching note outlines an innovative simulation game realized in response to post-pandemic experiential learning needs. The game introduces a fictional African country experiencing a series of political and financial shocks. Students are assigned membership in social groups and must implement the national policies that would improve outcomes…
Descriptors: Teaching Methods, Instructional Innovation, Political Science, Experiential Learning
Christie, Simon – set: Research Information for Teachers, 2018
This article reflects on a school's approach to gamifying the Royal Society Te Aparangi's First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action role playing (LARP) and gamification, and the tools that were used to do this. It describes how progress was measured using a points system and the…
Descriptors: Foreign Countries, Teaching Methods, Play, Role Playing
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
Bajwa, Neet Priya; Perry, Michelle – Mathematical Thinking and Learning: An International Journal, 2021
Elementary school students struggle in interpreting the equal sign as a symbol denoting equivalence. Although many have advocated using a pan-balance scale to help students develop this understanding, less is known about what features associated with this model support learning. To attempt to control and examine these features, the investigators…
Descriptors: Mathematics Skills, Mathematics Instruction, Elementary School Students, Concept Formation
Thornhill-Miller, Branden; Dupont, Jean-Marc – Journal of Cognitive Education and Psychology, 2016
This article highlights virtual reality (VR) as perhaps the safest, most fully developed of the emerging technologies of cognitive enhancement and as an underused tool for the enhancement of creativity in particular. We argue that researchers, educators, trainers, designers, managers, and others concerned with innovation should be more informed…
Descriptors: Computer Simulation, Creativity, Technology Uses in Education, Problem Solving
Alhirtani, Nahla A. K. – International Education Studies, 2020
The study aimed to identify the use of modern teaching methods at the higher education phase for Arabic language professors- a case of a Premier University. The researcher used the analytical descriptive method, based on the survey method and she has prepared a tool that includes 42 responses. The sample was 27 lecturers and the recovery rate was…
Descriptors: Teaching Methods, Native Language Instruction, Semitic Languages, Higher Education
Lindfors, Maria; Winberg, Mikael; Bodin, Madelen – Scandinavian Journal of Educational Research, 2019
Research on how epistemic beliefs influence students' learning in different contexts is ambiguous. Given this, we have examined the relationships between students' scientific epistemic beliefs, their problem solving, and solutions in a constructionist computer-simulation in classical mechanics. The problem-solving process and performance of 19…
Descriptors: Epistemology, Beliefs, Student Attitudes, Problem Solving
Sawyer, Robert; Rowe, Jonathan; Azevedo, Roger; Lester, James – International Educational Data Mining Society, 2018
Student interactions with game-based learning environments produce a wide range of in-game problem-solving sequences. These sequences can be viewed as trajectories through a game's problem-solving space. In this paper, we present a general framework for analyzing students' problem-solving behavior in game-based learning environments by filtering…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
Jen, Tessaly; Morales, Christina; Greenwald, Eric; Montgomery, Ryan; Loper, Suzanna; Barber, Jacqueline – International Journal of Science Education, 2020
The United States' Next Generation Science Standards (NGSS) elevate engineering design to the same stature as scientific inquiry, calling on science teachers to engage students in engineering practices to solve real-world problems. In response, researchers and curriculum developers designed and studied Virtual Engineering Internships (VEIs) to…
Descriptors: Science Education, Standards, Engineering Education, Learner Engagement
Maas, Melanie J.; Hughes, Janette M. – Technology, Pedagogy and Education, 2020
This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K-12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Research, Technology Integration
De Leon, Leticia; Bennett, Kara – Journal of Interactive Learning Research, 2019
This paper describes a qualitative study that examined how preservice teachers engaged in a "Second Life" activity intended to help them reflect on how knowledge of human rights may affect their professional practice. This process utilized a problem-solving strategy to determine their goal-oriented character traits. Therefore, the…
Descriptors: Civil Rights, Protocol Analysis, Problem Solving, Preservice Teachers
Cocea, Mihaela; Magoulas, George D. – IEEE Transactions on Learning Technologies, 2017
Exploratory learning environments (ELEs) promote a view of learning that encourages students to construct and/or explore models and observe the effects of modifying their parameters. The freedom given to learners in this exploration context leads to a variety of learner approaches for constructing models and makes modelling of learner behavior a…
Descriptors: Generalization, Mathematics Instruction, Computer Simulation, Discovery Learning

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