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Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong – Computers & Education, 2013
Although augmented reality (AR) has gained much research attention in recent years, the term AR was given different meanings by varying researchers. In this article, we first provide an overview of definitions, taxonomies, and technologies of AR. We argue that viewing AR as a concept rather than a type of technology would be more productive for…
Descriptors: Educational Technology, Teaching Methods, Electronic Learning, Taxonomy
Waks, Leonard J. – International Journal of Progressive Education, 2013
In "The School and Society" John Dewey noted new tendencies in education, e.g., manual training and nature study. He raised two related questions: (1) how are we to "understand the" new educational trends as reflections of the "social context"--as an "inevitable" effort to bring education into line with the broader pattern of change in industrial…
Descriptors: Educational Technology, Information Technology, Charter Schools, Vocational Education
Biziouras, Nikolaos – Journal of Political Science Education, 2013
Using a pre-/posttest research design, this article measures the learning impact of active-learning techniques such as role-playing simulations in an international relations course. Using the students' different responses to the pre- and postsimulation surveys in a quasi-experimental design whereby two sections that were taught by the same…
Descriptors: Active Learning, Role Playing, Simulation, International Relations
Laurent, Mark A. – ProQuest LLC, 2013
This narrative study examines using a real life simulated problem base learning activity during education of clinical staff, which is expected to design and develop clinically correct electronic charting systems. Expertise in healthcare does not readily transcend to the realm of manipulating software to collect patient data that is pertinent to…
Descriptors: Problem Based Learning, Learning Activities, Simulation, Corporations
Pan, Edward A. – ProQuest LLC, 2013
Science, technology, engineering, and mathematics (STEM) education is a national focus. Engineering education, as part of STEM education, needs to adapt to meet the needs of the nation in a rapidly changing world. Using computer-based visualization tools and corresponding 3D printed physical objects may help nontraditional students succeed in…
Descriptors: Undergraduate Students, Engineering Education, STEM Education, Manipulative Materials
Rimland, Jeffrey C. – ProQuest LLC, 2013
In many evolving systems, inputs can be derived from both human observations and physical sensors. Additionally, many computation and analysis tasks can be performed by either human beings or artificial intelligence (AI) applications. For example, weather prediction, emergency event response, assistive technology for various human sensory and…
Descriptors: Man Machine Systems, Artificial Intelligence, Client Server Architecture, Information Technology
Catterson, Anna J. – ProQuest LLC, 2013
Instructional technology has evolved from blackboards with chalk to in some cases three-dimensional virtual reality environments in which students are interacting and engaging with other students worldwide. The use of this new instructional methodology, known as "virtual reality," has experienced substantial growth in higher education…
Descriptors: Computer Simulation, Career Education, Technical Education, Educational Technology
Wallace, Cara L. – ProQuest LLC, 2013
Nurses in all areas of healthcare are exposed to patients who are suspected or actual victims of intimate partner violence. Many times nurses report a general lack of knowledge in regard to the topic. Therefore, it is paramount for nursing educators to identify effective methods to teach their students about intimate partner violence in an effort…
Descriptors: Nurses, Family Violence, Consciousness Raising, Knowledge Level
Ingram-Goble, Adam – ProQuest LLC, 2013
This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…
Descriptors: Role Playing, Educational Games, Social Change, Computer Simulation
Beard, Rachael – ProQuest LLC, 2013
There is currently a small body of research on the experiences of participants, both facilitators and learners, during simulated mock codes (cardiac arrest) in the healthcare setting. This study was based on a practitioner's concerns that mock codes are facilitated differently among educators, mock codes are not aligned with andragogy theory of…
Descriptors: Teaching Methods, Allied Health Personnel, Qualitative Research, Simulation
Nosal, Ellen M. – ProQuest LLC, 2013
This quasiexperimental study assessed the impact of a program called EverFi in helping high school students learn personal finance and reports on students' content knowledge, behaviors, attitudes, and perceptions of financial literacy. Since the housing crisis in 2005, the need to improve financial education has become critical. In response,…
Descriptors: Virtual Classrooms, High School Students, Money Management, Program Effectiveness
Di Loreto, Ines; Mora, Simone; Divitini, Monica – International Association for Development of the Information Society, 2013
Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…
Descriptors: Technology Uses in Education, Educational Technology, Electronic Learning, Telecommunications
Ziden, Azidah Abu; Rahman, Muhammad Faizal Abdul – Online Submission, 2013
This study focuses on the effectiveness of using multimedia virtual simulation in Islamic Studies in Malaysia. Virtual simulation methods embedded in Microsoft PowerPoint was used in this study to determine the effectiveness of these modes to motivate students on the topic of pilgrimage in the Islamic Studies subject. Pilgrimage topic has been…
Descriptors: Virtual Classrooms, Teaching Methods, Foreign Countries, Multimedia Materials
Hill, Jennifer Lynn; Su, Yu-Sung – Grantee Submission, 2013
Causal inference in observational studies typically requires making comparisons between groups that are dissimilar. For instance, researchers investigating the role of a prolonged duration of breastfeeding on child outcomes may be forced to make comparisons between women with substantially different characteristics on average. In the extreme there…
Descriptors: Nutrition, Comparative Analysis, Child Development, Cognitive Ability
Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael – Simulation & Gaming, 2013
In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…
Descriptors: Foreign Countries, Computer Games, Public Policy, Policy Formation

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