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Langfield, Danielle – Journal of Political Science Education, 2016
The use of a real-world case in a classroom simulation--in contrast to invented or disguised cases--is not widely recognized as a "combination" of two common active-learning strategies in political science: teaching with a case study and conducting a simulation. I argue that using such a simulation therefore can provide the benefits of…
Descriptors: Simulated Environment, Teaching Methods, Active Learning, Political Science
Savin-Baden, M.; Falconer, L. – Interactive Learning Environments, 2016
Virtual worlds are relatively recent developments, and so it is tempting to believe that they need to be understood through newly developed theories and philosophies. However, humans have long thought about the nature of reality and what it means to be "real." This paper examines the three persistent philosophical concepts of Metaxis,…
Descriptors: Case Studies, Correlation, Questionnaires, Simulated Environment
Martín Gutiérrez, Jorge; Meneses Fernández, María Dolores – Digital Education Review, 2014
This paper explores educational and professional uses of augmented learning environment concerned with issues of training and entertainment. We analyze the state-of-art research of some scenarios based on augmented reality. Some examples for the purpose of education and simulation are described. These applications show that augmented reality can…
Descriptors: Computer Simulation, Simulated Environment, Educational Environment, Higher Education
Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander – Journal of Educational Technology Systems, 2015
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Descriptors: Man Machine Systems, Cross Cultural Studies, Computer Games, Literature Reviews
Paravati, Gianluca; Lamberti, Fabrizio; Gatteschi, Valentina; Demartini, Claudio; Montuschi, Paolo – IEEE Transactions on Learning Technologies, 2017
Computer-supported assessment tools can bring significant benefits to both students and teachers. When integrated in traditional education workflows, they may help to reduce the time required to perform the evaluation and consolidate the perception of fairness of the overall process. When integrated within on-line intelligent tutoring systems,…
Descriptors: Animation, Educational Technology, Technology Uses in Education, Evaluation Methods
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter – International Journal of Game-Based Learning, 2017
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Descriptors: Educational Games, Simulated Environment, Video Games, Urban Schools
Saltan, Fatih; Arslan, Ömer – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Augmented Reality (AR) is recognized as one of the most important developments in educational technology for both higher and K-12 education as emphasized in Horizon report (Johnson et al., 2016, 2015). Furthermore, AR is expected to achieve widespread adoption that will take two to three years in higher education and four to five years in K-12…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Literature Reviews
Rodriguez-Gil, Luis; García-Zubia, Javier; Orduña, Pablo; López-de-Ipiña, Diego – IEEE Transactions on Learning Technologies, 2017
Online laboratories have traditionally been split between virtual labs, with simulated components; and remote labs, with real components. The former tend to provide less realism but to be easily scalable and less expensive to maintain, while the latter are fully real but tend to require a higher maintenance effort and be more error-prone. This…
Descriptors: Educational Technology, Technology Uses in Education, Laboratories, Simulated Environment
Riordan, Robert J.; Hine, Michael J.; Smith, Tim C. – Journal of Information Systems Education, 2017
This paper describes the redesign and implementation of an introductory Information Systems class. The redesign was guided by principles drawn from the experiential and active learning literature. Central to the redesign are two simulated companies: petGRO, a fictional ERP-enabled pet food and accessories e-tailer, and beans4all, a technology…
Descriptors: Integrated Activities, Learning Activities, Foreign Countries, Undergraduate Students
Johnson, Aaron; Hicks, David; Ogle, Todd; Bowman, Doug; Cline, David; Ragan, Eric – Social Education, 2017
In 2014, Virginia's Montgomery County school division adopted a place-based social studies curriculum titled "My Place in Time and Space" for fifth grade students. The curriculum promotes an awareness of the impact of place on local knowledge and disciplinary understandings in southwest Virginia, while also connecting local history to…
Descriptors: Place Based Education, Elementary Education, Grade 5, Computer Simulation
Gunn, Therese; Jones, Lee; Bridge, Pete; Rowntree, Pam; Nissen, Lisa – Interactive Learning Environments, 2018
In recent years, simulation has increasingly underpinned the acquisition of pre-clinical skills by undergraduate medical imaging (diagnostic radiography) students. This project aimed to evaluate the impact of an innovative virtual reality (VR) learning environment on the development of technical proficiency by students. The study assessed the…
Descriptors: Computer Simulation, Medical Students, Simulated Environment, Educational Technology
Seman, Laio Oriel; Hausmann, Romeu; Bezerra, Eduardo Augusto – IEEE Transactions on Education, 2018
Contribution: This paper presents the "PBL classroom model," an agent-based simulation (ABS) that allows testing of several scenarios of a project-based learning (PBL) application by considering different levels of soft-skills, and students' perception of the methodology. Background: While the community has made great advances in…
Descriptors: Active Learning, Student Projects, Vignettes, Classroom Environment
Hwang, Mark I. – Journal of Information Systems Education, 2018
Much interest exists in using Enterprise Resource Planning simulation (ERPsim) games to help students learn complex concepts involved in Enterprise Resource Planning (ERP) systems. However, little research has explored factors that contribute to team performance during an ERPsim game. The current study investigated teamwork as a contributor to…
Descriptors: Teaching Methods, Educational Games, Simulated Environment, Planning
Zhang, Lechen; Nouri, Jalal – International Association for Development of the Information Society, 2018
Due to the increased popularity of tablets in schools, this systematic review examines the literature on tablet-mediated learning attempting to identify how tablets support the emergence of new teaching and learning practices as well as the transformation of existing ones in primary and secondary schools. 39 studies were selected using predefined…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Parrish, Danielle E.; Oxhandler, Holly K.; Duron, Jacuelynn F.; Swank, Paul; Bordnick, Patrick – Research on Social Work Practice, 2016
Purpose: This study assessed the feasibility of virtual reality (VR) exposure as an assessment and treatment modality for youth with social anxiety disorder (SAD). Methods: Forty-one adolescents, 20 of which were identified as having SAD, were recruited from a community sample. Youth with and without SAD were exposed to two social virtual…
Descriptors: Feasibility Studies, Computer Simulation, Simulated Environment, Adolescents

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