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Michael Young; P. G. Schrader; Dongping Zheng – Innovate: Journal of Online Education, 2006
Michael Young, P. G. Schrader, and Dongping Zheng use the concepts of ecological psychology to examine how massively multiplayer online games (MMOGs) promote specific learning processes in their players. In their analysis they identify and define nine principles of learning that allow such games to have valuable potential as tools for educators:…
Descriptors: Video Games, Learning Processes, Computer Simulation, Electronic Learning
Jonassen, David; Strobel, Johannes; Gottdenker, Joshua – Interactive Learning Environments, 2005
Conceptual change is a popular, contemporary conception of meaningful learning. Conceptual change describes changes in conceptual frameworks (mental models or personal theories) that learners construct to comprehend phenomena. Different theories of conceptual change describe the reorganization of conceptual frameworks that results from different…
Descriptors: Cognitive Processes, Concept Formation, Models, Modeling (Psychology)
Martens, RobL.; Gulikers, Judith; Bastiaens, Theo – Journal of Computer Assisted Learning, 2004
Students with high intrinsic motivation often out-perform students with low intrinsic motivation. However, little is known about the processes that lead to these differences. In education based on simulations or authentic electronic learning environments, this lack of insight is even more clear. The present study investigated what students…
Descriptors: Self Motivation, Student Motivation, Computer Simulation, Teaching Methods
McLester, Susan – Technology & Learning, 2005
The National Engineers Week Future City Competition provides compelling evidence of the power of pairing computer software and technology with traditional hands-on activities to teach challenging subject matter and also harder- to- measure "real" workplace skills. Now in its 13th year, the Competition asks middle school students to work in teams…
Descriptors: Transportation, Imagination, Educational Technology, Competition
Hall, S. S.; DeBernardis, G. M.; Reiss, A. L. – Journal of Intellectual Disability Research, 2006
Background: Few studies have employed stimulus equivalence procedures to teach individuals with intellectual disabilities (IDs) new skills. To date, no studies of stimulus equivalence have been conducted in individuals with fragile X syndrome (FXS), the most common known cause of inherited ID. Method: Five adolescents with FXS were taught basic…
Descriptors: Mental Retardation, Adolescents, Mathematics Skills, Geography
Oss, Stefano – Journal of Science Education and Technology, 2005
We propose, as a special way to explore the physics of flying objects, to use a flight simulator with a personalized scenery to reproduce the territory where students live. This approach increases the participation and attention of students to physics classes but also creates several opportunities for addressing side activities and arguments of…
Descriptors: Physics, Computer Simulation, Student Participation, Student Motivation
Kiegaldie, Debra; White, Geoff – Journal of Educational Multimedia and Hypermedia, 2006
The Virtual Patient, an interactive multimedia learning resource using a critical care clinical scenario for postgraduate nursing students, was developed to enhance flexible access to learning experiences and improve learning outcomes in the management of critically ill patients. Using real-time physiological animations, authentic content design…
Descriptors: Patients, Educational Resources, Cues, Computer Simulation
Peer reviewedHessley, Rita K. – Journal of Chemical Education, 2004
The PC-based software technology, a computational-modeling course, for undergraduate chemistry students helps them to understand the molecular modeling in a better way. This course would be able to accommodate a wider array of topics and a greater depth of theory as the modeling is increasingly incorporated into the chemistry curriculum.
Descriptors: Undergraduate Students, Educational Technology, Chemistry, Molecular Structure
Mou, Weimin; Biocca, Frank; Owen, Charles B.; Tang, Arthur; Xiao, Fan; Lim, Lynette – Journal of Experimental Psychology Applied, 2004
In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the…
Descriptors: Computer Simulation, Realism, Spatial Ability, Locational Skills (Social Studies)
Peer reviewedGe, Xun; Lee, Jack; Yamashiro, Kelly A. – Academic Exchange Quarterly, 2003
Reports a case study of thirteen college students engaging in a role-play activity of a Maui legend in a virtual reality environment. Immersed in the authentic cultural environment, the students not only interacted with the environment and each other, but recreated the legend based on their interpretation of the culture. (CAK)
Descriptors: Colleges, Computer Simulation, Computer Uses in Education, Cultural Education
McCorkle, Suzanne; Reese, Melanie J. – Communication Teacher, 2005
Creating a forum for conflict management students to conceptualize and implement collaborative negotiation techniques can be difficult to manage during classroom time. A computer-based simulation assigned in conjunction with in-class activities offers three distinct advantages for students who are beginning negotiators: (1) classroom time may be…
Descriptors: Computer Uses in Education, Interpersonal Communication, Cooperation, Computer Simulation
Downes, Stephen – Innovate: Journal of Online Education, 2005
Games like "Civilization III," a strategy game that allows players to create civilizations that stand the test of time, are attracting increasing attention in the educational community for their potential to support learning. A recent article in BBC news observed that "using "Civilisation III" to teach students about history showed that it could…
Descriptors: Educational Games, Computers, Problem Solving, History Instruction
Laufer, Batia – Applied Linguistics, 2005
This paper is a response to Paul Meara's (2005) critique of the Lexical Frequency Profile (LFP). Using simulated data, he challenges the claim that LFP is a sensitive and reliable tool for assessing vocabulary use in L2 speakers. In my response to his paper, I discuss the nature of lexical competence, in light of which LFP results should be…
Descriptors: Word Frequency, Lexicology, Profiles, Criticism
Blanton, Dorothy – Journal of Family and Consumer Sciences, 2004
One can develop a family and consumer sciences (FCS) course that teaches character education, and allows students to experience the good feelings that come from helping others through The Kindness Company. The Kindness Company is a simulated company that produces items for donation to local charitable organizations. Students get management…
Descriptors: Values Education, Consumer Science, Community Organizations, Donors
Lee, Kwan Min; Nass, Clifford – Human Communication Research, 2004
Two experiments examine the effect of multiple synthetic voices in an e-commerce context. In Study 1, participants (N=40) heard five positive reviews about a book from five different synthetic voices or from a single synthetic voice. Consistent with the multiple source effect, results showed that participants hearing multiple synthetic voices…
Descriptors: Technological Literacy, Computer Simulation, Speech, Questionnaires

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