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Gorlewicz, Jenna L.; Kratchman, Louis B.; Webster, Robert J., III – Advances in Engineering Education, 2014
The haptic paddle is a force-feedback joystick used at several universities in teaching System Dynamics, a core mechanical engineering undergraduate course where students learn to model dynamic systems in several domains. A second goal of the haptic paddle is to increase the accessibility of robotics and haptics by providing a low-cost device for…
Descriptors: College Instruction, Laboratory Equipment, Undergraduate Students, Engineering Education
McTavish, Marianne – Journal of Early Childhood Literacy, 2014
What do young children do with the literacies they have learned at school? This article reexamines traditional notions of literacy by documenting a second grade child's literacy practices in school and out-of-school contexts. Data collected included field notes, interviews, observations of school and out-of-school literacy practices, and artefacts…
Descriptors: Grade 2, Elementary School Students, Reading Habits, Interviews
Baukal, Charles E.; Ausburn, Floyd B.; Ausburn, Lynna J. – Journal of Educational Technology, 2013
Advanced multimedia techniques offer significant learning potential for students. Dale (1946, 1954, 1969) developed a Cone of Experience (CoE) which is a hierarchy of learning experiences ranging from direct participation to abstract symbolic expression. This paper updates the CoE for today's technology and learning context, specifically focused…
Descriptors: Multimedia Instruction, Instructional Design, Learning Experience, Multimedia Materials
Hack, Catherine – Journal of Problem Based Learning in Higher Education, 2013
Web 2.0 technologies, such as social networks, wikis, blogs, and virtual worlds provide a platform for collaborative working, facilitating sharing of resources and joint document production. They can act as a stimulus to promote active learning and provide an engaging and interactive environment for students, and as such align with the philosophy…
Descriptors: Web 2.0 Technologies, Problem Based Learning, Technology Uses in Education, Educational Technology
Nocchi, Susanna; Blin, Françoise – Research-publishing.net, 2013
Notwithstanding their potential for novel approaches to language teaching and learning, Virtual Worlds (VWs) present numerous technological and pedagogical challenges that require new paradigms if the language learning experience and outcomes are to be successful. In this presentation, we argue that the notions of presence and affordance, together…
Descriptors: Foreign Countries, Italian, Second Language Learning, Web Based Instruction
Sherblom, John C. – Communication Education, 2010
There is a "prevalence of computer-mediated communication (CMC) in education," and a concern for its negative psychosocial consequences and lack of effectiveness as an instructional tool. This essay identifies five variables in the CMC research literature and shows their moderating effect on the psychosocial, instructional expevrience of the CMC…
Descriptors: Computer Mediated Communication, Classroom Environment, Interpersonal Relationship, Classroom Research
Doolen, Jessica – ProQuest LLC, 2012
High fidelity simulation has become a widespread and costly learning strategy in nursing education because it can fill the gap left by a shortage of clinical sites. In addition, high fidelity simulation is an active learning strategy that is thought to increase higher order thinking such as clinical reasoning and judgment skills in nursing…
Descriptors: Simulation, Nursing Education, Simulated Environment, Psychometrics
Avatars, First Impressions and Self-Presentation Tactics: Influences on a Participant Social Network
Lusher, Tammy J. – ProQuest LLC, 2012
Even as higher education institutions offer more distance education courses, the attrition rate in these courses remains higher than face-to-face courses. One of the most cited reason by students who drop out of distance education classes is the lack of social interaction. Educational technology researchers have studied this problem from a sense…
Descriptors: Educational Technology, Self Concept, Simulated Environment, Computer Simulation
Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren – International Journal of Game-Based Learning, 2011
This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…
Descriptors: Computer Games, Role Playing, Attitude Measures, Social Influences
Wicks, Pamela – Community & Junior College Libraries, 2011
Virtual environments such as Second Life (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a "brick and mortar" library can…
Descriptors: Community Colleges, Electronic Libraries, Virtual Classrooms, Internet
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Dodds, Heather E. – ProQuest LLC, 2013
Online education has grown into a part of the educational market answering the demand for learning at the learner's choice of time and place. Inquiry skills such as observing, questioning, collecting data, and devising fair experiments are an essential element of 21st-century online science coursework. Virtual immersive worlds such as Second Life…
Descriptors: Online Courses, Inquiry, Simulated Environment, Computer Simulation
Augmented Reality M-Learning to Enhance Nursing Skills Acquisition in the Clinical Skills Laboratory
Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…
Descriptors: Electronic Learning, Physical Environment, Simulated Environment, Synthesis
Rector-Aranda, Amy; Raider-Roth, Miriam – Research in Learning Technology, 2015
This article presents an educational action research study examining how one online, classroom-based role-play simulation offers middle school students the opportunity to strengthen their agency and voice. The Jewish Court of All Time (JCAT) is a web-mediated simulation designed for middle school classrooms where students take on roles of various…
Descriptors: Action Research, Role Playing, Simulation, Middle School Students
Yang, Mau-Tsuen; Liao, Wan-Che – IEEE Transactions on Learning Technologies, 2014
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Nonverbal Communication

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