Publication Date
| In 2026 | 0 |
| Since 2025 | 91 |
| Since 2022 (last 5 years) | 643 |
| Since 2017 (last 10 years) | 1695 |
| Since 2007 (last 20 years) | 2659 |
Descriptor
Source
Author
| Bouck, Emily C. | 9 |
| Pellas, Nikolaos | 9 |
| de Jong, Ton | 8 |
| Shelley, Mack, Ed. | 7 |
| Lan, Yu-Ju | 6 |
| Savin-Baden, Maggi | 6 |
| Makransky, Guido | 5 |
| Mantri, Archana | 5 |
| Mayer, Richard E. | 5 |
| Moro, Christian | 5 |
| Sampson, Demetrios G., Ed. | 5 |
| More ▼ | |
Publication Type
Education Level
Audience
| Teachers | 180 |
| Practitioners | 126 |
| Researchers | 58 |
| Students | 14 |
| Policymakers | 9 |
| Administrators | 7 |
| Media Staff | 2 |
| Parents | 2 |
| Support Staff | 1 |
Location
| Australia | 86 |
| Turkey | 86 |
| Taiwan | 70 |
| China | 62 |
| United Kingdom | 56 |
| Spain | 50 |
| United States | 44 |
| Indonesia | 38 |
| Germany | 28 |
| Canada | 27 |
| Italy | 24 |
| More ▼ | |
Laws, Policies, & Programs
| Americans with Disabilities… | 2 |
| No Child Left Behind Act 2001 | 2 |
| Copyright Law 1976 | 1 |
| Fulbright Hays Act | 1 |
| Individuals with Disabilities… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 1 |
| Meets WWC Standards with or without Reservations | 1 |
| Does not meet standards | 1 |
Kerimbayev, Nurassyl; Nurym, Nurdaulet; Akramova, ?liya; Abdykarimova, Saule – Education and Information Technologies, 2020
The study considers the problems relating to vocational training of specialists in the virtual educational environment of a higher education institution. The use of advanced information and communication systems (electronic mail, electronic teleconferences, electronic and information resources including text, visual, audio and video information)…
Descriptors: Vocational Education, Computer Simulation, Information Systems, Computer Games
Burgos, Daniel, Ed. – Lecture Notes in Educational Technology, 2020
Educational Technology is the right couple to a radical innovation. Thanks to the appropriate technology in the right context with the best fit to the target audience, education can be drastically improved, meaning a better performance, competence achievement, match with the user's expectations and with the market needs. Serious games, Virtual…
Descriptors: Educational Change, Electronic Learning, Educational Innovation, Educational Technology
Hagley, Eric – Research-publishing.net, 2020
As Virtual Exchanges (VEs) become more common in foreign language classrooms around the world, teachers are rightly asking 'what will my students be getting from this'? If their students are advanced, they can enter into in-depth interactions thus attaining broader and deeper intercultural knowledge as a minimum, from participation in VE. However,…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, Exchange Programs
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
Taleyarkhan, Manaz; Dasgupta, Chandan; Garcia, John Mendoza; Magana, Alejandra J. – Journal of Science Education and Technology, 2018
Engineering design thinking is hard to teach and still harder to learn by novices primarily due to the undetermined nature of engineering problems that often results in multiple solutions. In this paper, we investigate the effect of teaching engineering design thinking to freshmen students by using a computer-aided Design (CAD) simulation…
Descriptors: Design, Educational Technology, Engineering Education, Engineering Technology
Adjapong, Edmund S.; Emdin, Christopher; Levy, Ian – Current Issues in Comparative Education, 2018
This paper explores, educators' use of technology to supplement traditional professional development that they may receive in their schools or institutions. Many educators in the 21st century use various forms of technology as part of their daily teaching practices and as part of their personal lives. This paper sets out to explore the impact of a…
Descriptors: Social Media, Faculty Development, Teaching Methods, Computer Simulation
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
Kotsakou, Stamatina; Walters, Cory; Groskopf, Jessica; Tigner, Robert; Banerjee, Simanti – Journal of Extension, 2018
This article describes a novel grain marketing simulation game called "Marketing in a New Era" (MINE) that was developed for use in Extension producer meetings and other educational settings. Key benefits of MINE are that users can personalize the game's marketing simulation environment by incorporating information specific to their…
Descriptors: Marketing, Educational Games, Extension Agents, Extension Education
Dutta, Shuchismita; Eswaran, Subha; Sanelli, Anne; Bhattacharya, Meenakshi; Tempsick, Richard – Science Teacher, 2018
Molecular storytelling combines three-dimensional (3-D) structure visualization, chemical and biological knowledge, and multidisciplinary functional information from various bioinformatics data resources to generate new knowledge. It prepares students for independent and interdisciplinary learning, facile navigation of public databases to gather…
Descriptors: Science Instruction, Teaching Methods, Story Telling, Visualization
Nolen, Susan Bobbitt; Koretsky, Milo D. – IEEE Transactions on Education, 2018
Contribution: Student engagement and interest in engineering is compared between virtual and physical laboratory projects, designed to be realistic and replicate engineering practice. Reported motivation and engagement was greater in the virtual project than the physical projects. Results are interpreted in terms of the different affordances for…
Descriptors: Laboratories, Engineering Education, Student Motivation, Learner Engagement
King-Henderson, Paulette – ProQuest LLC, 2018
Nurse education uses an apprenticeship model to teach students clinical skills. However, lack of faculty, clinical preceptors, early hospital discharges, and lack of clinical practice areas limits nursing students' exposure to patients which could impact patient care. The use of virtual simulation may bridge the theory-practice gap in nurse…
Descriptors: Nursing Education, Simulated Environment, Computer Simulation, Educational Technology
Kyle Joe Branch – ProQuest LLC, 2018
We developed an introductory chemical engineering design laboratory course coupling traditional, hands-on, and virtual learning techniques. The course is centered on a set of interactive, online simulations mimicking laboratory experimentation, which the students complete for homework prior to completing a corresponding hands-on experiment as a…
Descriptors: Chemical Engineering, Introductory Courses, Laboratory Experiments, Experiential Learning
Pareto, Lena; Willermark, Sara – Journal of Educational Computing Research, 2019
Technological pedagogical and content knowledge (TPACK) is a well-known conceptual framework for what knowledge teachers need in order to teach successfully using technology. Most recent TPACK studies address assessment of teacher TPACK by quantitative self-reporting surveys. Such an approach provides little guidance for teachers in how to develop…
Descriptors: Faculty Development, Pedagogical Content Knowledge, Technological Literacy, Elementary School Teachers
Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
Penn, Mafor; Ramnarain, Umesh – Perspectives in Education, 2019
Laboratory experimentation in the context of school science is a widely advocated teaching strategy for the simplification of several abstract scientific concepts. Laboratory-based learning activities have proven to enhance learners' conceptual and procedural understandings of micro chemical phenomena, thus boosting achievement in chemistry…
Descriptors: Comparative Analysis, Science Instruction, Computer Simulation, Preservice Teachers

Peer reviewed
Direct link
