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Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
Aditya Vishwanath – ProQuest LLC, 2023
As VR becomes increasingly mainstream due to lowering hardware costs and increased access to VR content, it becomes critical to fill the gap in learning sciences literature that explains how this content may be developed in alignment with targeted learning outcomes. It also becomes imperative to study the integration of VR outside the…
Descriptors: Computer Simulation, Technology Integration, Technology Uses in Education, Elementary Secondary Education
Hsu, Wei-Che; Tseng, Ching-Mei; Kang, Shih-Chung – Educational Technology & Society, 2018
Taiwan has long been categorized as a country suffering from water shortages. The acquisition of knowledge and development of the concept of water conservation, and the development water conservation habits, are considered a civic responsibility of the citizens. The purpose of the present study was to utilize an immersive virtual environment…
Descriptors: Foreign Countries, Water, Conservation (Environment), Educational Technology
Schaal, Sonja; Otto, Siegmar; Schaal, Steffen; Lude, Armin – International Journal of Science Education, Part B: Communication and Public Engagement, 2018
Geogames are mobile, location-based and location dependent games for devices like smartphones and tablets. As geogames are played outdoors they offer various possibilities for environmental education. The geogame entitled FindeVielfalt "Simulation" is a location dependent game, developed in the BioDiv2Go project, which provides sensory…
Descriptors: Educational Games, Telecommunications, Handheld Devices, Environmental Education
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
Wilkerson-Jerde, Michelle Hoda; Wilensky, Uri J. – Journal of the Learning Sciences, 2015
The learning sciences community has made significant progress in understanding how people think and learn about complex systems. But less is known about how people make sense of the quantitative patterns and mathematical formalisms often used to study these systems. In this article, we make a case for attending to and supporting connections…
Descriptors: Statistical Analysis, Behavior, Interviews, High School Students
Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa – Sex Education: Sexuality, Society and Learning, 2016
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
Descriptors: Adolescents, Sexuality, Sex Education, Simulated Environment
Peer reviewedKuipers, Herman – Simulation and Games, 1983
Earlier research in Dutch deep sea fishing showed competition between skippers. Since cooperation in fleets could be a solution to economic and social problems and the industry couldn't accept this, a simulation-experiment was carried out. Although competition existed initially, skippers later tried cooperation under reward conditions. The…
Descriptors: Attitude Change, Behavior Change, Change Strategies, Cooperation
MacRae, Sherry; And Others – Journal of Adventure Education and Outdoor Leadership, 1993
Male firefighters participated in a standard or modified ropes course to determine if risk-taking propensity might change as a result of adventure training. The expectation that a modified course simulating real firefighting would better transfer such training to the workplace was not substantiated. Both samples increased their risk-taking…
Descriptors: Adventure Education, Behavior Change, Fire Fighters, Job Skills
Delaney, Daniel J.; And Others – 1969
This study investigates the effectiveness of an instruction-simulation videotape in training counselor candidates to use counselor-tacting response leads (CTRL's). Such verbal responses are viewed as essential to behavior modification therapy since they operationally define specific behavioral events and the stimulus conditions associated with…
Descriptors: Behavior Change, Behavior Modification, Behavior Theories, Counseling
Snider, John C. – 1972
"Microville II," a simulation-game idea, is a creative effort to develop and apply resources, processes, and programs necessary to resolve contemporary problems faced by rural and urban leaders. The strategy is that a community council has been established within the community of "Microville" and participants assume the various…
Descriptors: Administrator Education, Behavior Change, Change Agents, Community Change
Sage, Daniel D. – 1967
Materials utilizing a simulated environment approach were developed, produced, pilot tested, and evaluated to determine their usefulness as media for training programs and for behavioral research in the process of administration of special education. Background and task materials took the form of both written and audiovisual media, featuring a…
Descriptors: Administration, Administrator Characteristics, Administrator Evaluation, Administrator Role
Miller, Rozelle J. – 1967
Sixty-four emotionally handicapped elementary school students with no neurological defect or subnormal intelligence were randomly assigned to four experimental regular classes, and two contrast special classes. The experimental classes received a modified curriculum utilizing the simulated environments technique through the unit approach in social…
Descriptors: Academic Achievement, Achievement, Behavior, Behavior Change
Miller, Rozelle J.; And Others – 1968
A continuation of a 3-year elementary school study investigated the effectiveness of the various schedules of a simulated environments technique on emotionally handicapped junior high school adolescents. The 58 subjects, whose original evaluation had shown no evidence of neurophysiological dysfunction or subnormal intelligence, were randomly…
Descriptors: Academic Achievement, Behavior Change, Behavior Problems, Behavior Rating Scales
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers

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