Publication Date
| In 2026 | 0 |
| Since 2025 | 165 |
| Since 2022 (last 5 years) | 629 |
| Since 2017 (last 10 years) | 1210 |
| Since 2007 (last 20 years) | 1622 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 26 |
| Researchers | 18 |
| Practitioners | 13 |
| Administrators | 5 |
| Policymakers | 5 |
| Students | 5 |
| Media Staff | 1 |
| Parents | 1 |
Location
| Turkey | 113 |
| Taiwan | 65 |
| Australia | 57 |
| China | 56 |
| Spain | 37 |
| Indonesia | 36 |
| Germany | 34 |
| United Kingdom | 28 |
| United States | 24 |
| Japan | 23 |
| South Korea | 22 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 1 |
| Every Student Succeeds Act… | 1 |
| No Child Left Behind Act 2001 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
Mineo, Beth A.; Ziegler, William; Gill, Susan; Salkin, Donna – Journal of Autism and Developmental Disorders, 2009
This study investigated the relative engagement potential of four types of electronic screen media (ESM): animated video, video of self, video of a familiar person engaged with an immersive virtual reality (VR) game, and immersion of self in the VR game. Forty-two students with autism, varying in age and expressive communication ability, were…
Descriptors: Computer Simulation, Autism, Learner Engagement, Video Technology
Belamaric Wilsey, Biljana – ProQuest LLC, 2013
Studies of informal language learning and self-instruction with online materials have recently come into prominence. However, those studies are predominantly focused on more commonly taught languages and there is a gap in the literature on less commonly taught languages (LCTL), precisely the languages that are often studied outside of formal…
Descriptors: Second Language Learning, Informal Education, Independent Study, Slavic Languages
Kidd, Lori I.; Morgan, Karyn I.; Savery, John R. – Journal of Interactive Online Learning, 2012
Nursing education programs are proliferating rapidly in the United States in an effort to meet demand for nurse professionals. Multiple challenges arise from this rapid expansion. One challenge is finding sufficient clinical sites to accommodate students. Increased competition for scarce resources requires creativity in clinical contracting. This…
Descriptors: Computer Simulation, Simulated Environment, Mental Health, Nursing Students
Baran, Bahar; Cukurbasi, Baris; Colak, Canan; Dogusoy, Berrin – Turkish Online Journal of Educational Technology - TOJET, 2012
This study aims to reveal Second Life (SL) residents' profiles, first hand experiences, opinions about SL and its potential as an educational environment. The members of 14 Turkish Island in SL answered a questionnaire including Likert-type, open ended and multiple-choice items and participated in interview sessions. Researchers collected 118…
Descriptors: Educational Environment, Profiles, Cultural Context, Foreign Countries
Mosalanejad, Leili; Shahsavari, Sakine; Sobhanian, Saeed; Dastpak, Mehdi – Turkish Online Journal of Distance Education, 2012
Background: By rapid developing of the network technology, the internet-based learning methods are substituting the traditional classrooms making them expand to the virtual network learning environment. The purpose of this study was to determine the effectiveness of virtual systems on competency-based skills of first-year nursing students.…
Descriptors: Educational Technology, Competence, Student Attitudes, Teaching Methods
Halvorson, Wade; Ewing, Mike; Windisch, Lydia – Journal of Marketing Education, 2011
There are compelling reasons for educators to consider incorporating virtual worlds (VWs) in their marketing curriculum. That said, the ways in which VWs can be implemented into the teaching curriculum are many and varied. This article reports on two studies in which notionally similar graduate classes are taught about marketing in Second Life…
Descriptors: Marketing, Teaching Methods, Technology Uses in Education, Computer Simulation
Fagan, Mary; Kilmon, Carol; Pandey, Vivek – Campus-Wide Information Systems, 2012
Purpose: This study aims to explore students' perceptions of a virtual reality simulation that enable nursing students to learn how to use a medical emergency crash cart. Design/methodology/approach: The study was designed to explore how students' perceptions of ease of use and perceived usefulness from the technology acceptance model and the…
Descriptors: Nursing Students, Student Attitudes, Structural Equation Models, Computer Simulation
Peterson, Mark – ReCALL, 2012
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the International Conference e-Learning 2018, which was organised by the International Association for Development of the Information Society, 17-19 July, 2018. This conference is part of the Multi Conference on Computer Science and Information Systems 2018, 17-20 July, which had a total of 617 submissions.…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Educational Environment
Gandole, Yogendra Babarao – Journal of Educational Technology, 2011
The roles of teachers and students are changing, and there are undoubtedly ways of learning not yet discovered. However, the computer and software technology may provide a significant role to identify the problems, to present solutions and life-long learning. It is clear that the computer based educational technology has reached the point where…
Descriptors: Electronics, Laboratory Experiments, Computer Software, Computer Simulation
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Kennedy-Clark, Shannon – Computers & Education, 2011
This paper presents the findings of a study on the current knowledge and attitudes of pre-service teachers on the use of scenario-based multi-user virtual environments in science education. The 28 participants involved in the study were introduced to "Virtual Singapura," a multi-user virtual environment, and completed an open-ended questionnaire.…
Descriptors: Preservice Teachers, Science Education, Gender Differences, Student Behavior
Ferderbar, Catherine A. – ProQuest LLC, 2013
To develop sustainable solutions to remediate the complex ecological problems of earth's soil, water, and air degradation requires the talents and skills of knowledgeable, motivated people (UNESCO, 1977; UNESCO, 2010). Researchers historically emphasized that time spent in outdoor, nature activities (Wells & Lekies, 2006), particularly with an…
Descriptors: Field Trips, Middle School Students, Sustainability, Environmental Education
Bekebrede, G.; Warmelink, H. J. G.; Mayer, I. S. – Computers & Education, 2011
There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the "gamer generation" or "net generation": a generation that has grown up with computer games and other technology affecting their preferred learning styles, social…
Descriptors: Foreign Countries, Technological Advancement, Computer Simulation, Educational Games

Peer reviewed
Direct link
