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Liapi, Marianthi; Ackermann, Edith – American Journal of Play, 2016
Th?e authors examine the potential impact of play on astronauts adapting to the extreme conditions of space travel. Th?ey cite research showing that well-trained astronauts, though in general physically fi?t and emotionally stable, can suffer from--among other things--boredom and sensory deprivation in the con?fines of the microgravity capsules…
Descriptors: Space Exploration, Space Sciences, Psychological Patterns, Play
Hewitt, Bill; Kidd, Moray; Smith, Robin; Wearne, Stephen – European Journal of Engineering Education, 2016
The paper reviews the lessons of planning and running an "Engineering Management" practitioner development programme in a partnership between BP and the University of Manchester. This distance-learning programme is for professional engineers in mid-career experienced in the engineering and support activities for delivering safe,…
Descriptors: Engineering Education, Management Development, Program Development, Engineering
Taljaard, Johann – Journal of Learning Design, 2016
This article reviews the literature on multi-sensory technology and, in particular, looks at answering the question: "What multi-sensory technologies are available to use in a science, technology, engineering, arts and mathematics (STEAM) classroom, and do they affect student engagement and learning outcomes?" Here engagement is defined…
Descriptors: STEM Education, Art Education, Multisensory Learning, Technology Uses in Education
Sherrin, David – American Educator, 2016
This article is drawn from the authors' book, "Judging for Themselves: Using Mock Trials to Bring Social Studies and English to Life," which discusses the effectiveness of mock trials as tools for learning and assessments. Mock trials are effective because they are challenging, authentic projects in which students create and then do…
Descriptors: Law Related Education, Courts, Social Studies, English Instruction
Temel, Gülhan Orekici; Erdogan, Semra; Selvi, Hüseyin; Kaya, Irem Ersöz – Educational Sciences: Theory and Practice, 2016
Studies based on longitudinal data focus on the change and development of the situation being investigated and allow for examining cases regarding education, individual development, cultural change, and socioeconomic improvement in time. However, as these studies require taking repeated measures in different time periods, they may include various…
Descriptors: Investigations, Sample Size, Longitudinal Studies, Interrater Reliability
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis – Interactive Learning Environments, 2016
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Descriptors: Computer Software, Computer Simulation, Program Development, Teaching Methods
Bodzin, Alec M.; Anastasio, David; Sharif, Rajhida; Rutzmoser, Scott – Journal of Geoscience Education, 2016
Learning with Web-based geographic information system (Web GIS) can promote geospatial thinking and analysis of georeferenced data. Web GIS can enable learners to analyze rich data sets to understand spatial relationships that are managed in georeferenced data visualizations. We developed a Web GIS plate tectonics simulation as a capstone learning…
Descriptors: Plate Tectonics, Geographic Information Systems, Geographic Location, Geographic Concepts
Tansley, Carole; Hafermalz, Ella; Dery, Kristine – European Journal of Training and Development, 2016
Purpose: The purpose of this paper is to examine the relationship between the use of sophisticated talent selection processes such as gamification and training and development interventions designed to ensure that candidates can successfully navigate the talent assessment process. Gamification is the application of game elements to non-game…
Descriptors: Talent Development, Educational Games, Video Games, Computer Games
Dupuis, Jason; Ludwig-Palit, DeDee – Journal of Museum Education, 2016
In 2011, the Museum of Science and Industry in Chicago, Illinois embarked on the creation of a program that allows middle and high school students to explore community health issues using human patient simulation. MedLab was created to engage students in an authentic exploration of medical science, biology, and human anatomy, with a particular…
Descriptors: Informal Education, Museums, Science Education, Middle School Students
Randall, Ken; Steinheider, Brigitte; Isaacson, Mary; Shortridge, Ann; Bird, Stephanie; Crio, Carrie; Ross, Heather; Loving, Gary – Journal of Interactive Learning Research, 2016
Introduction: The use of telehealth in service delivery is both challenging and beneficial. This paper describes the results of a three semester-long interprofessional education program in team-based care using telehealth technology. The study assessed telehealth knowledge acquisition, practice in a structured environment with a simulated patient,…
Descriptors: Interprofessional Relationship, Nursing Students, Nursing Education, Allied Health Personnel
Vallance, Michael; Towndrow, Phillip A. – Pedagogies: An International Journal, 2016
In a world where technology has become pervasive in our lives, the notion of IT integration in education practice is losing its significance. It is now more appropriate to discuss transforming pedagogy where technology is not considered a tool anymore but part of what we are. To advance this hypothesis, an enterprising, student-directed approach…
Descriptors: Student Problems, Computer System Design, Computer Simulation, International Cooperation
Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew – Physical Review Physics Education Research, 2016
The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how…
Descriptors: Problem Solving, Coaching (Performance), Introductory Courses, Physics
Wilkerson, Michelle Hoda; Andrews, Chelsea; Shaban, Yara; Laina, Vasiliki; Gravel, Brian E. – Journal of Science Teacher Education, 2016
This paper explores the role that technology can play in engaging pre-service teachers with the iterative, "messy" nature of model-based inquiry. Over the course of 5 weeks, 11 pre-service teachers worked in groups to construct models of diffusion using a computational animation and simulation toolkit, and designed lesson plans for the…
Descriptors: Attention, Teacher Attitudes, Computer Simulation, Preservice Teachers
Bebeau, Deborah – ProQuest LLC, 2016
This quantitative, randomly controlled study sought to find relationships between occupational therapy students' participation in a virtual situated-case scenario (VSCS) and enhanced perceived self-efficacy as well as academic performance when compared to participation in a text-based case study. To determine effects of participation in a virtual…
Descriptors: Occupational Therapy, Allied Health Occupations Education, Electronic Learning, Instructional Effectiveness
Implementing Expertise-Based Training Methods to Accelerate the Development of Peer Academic Coaches
Blair, Lisa – ProQuest LLC, 2016
The field of expertise studies offers several models from which to develop training programs that accelerate the development of novice performers in a variety of domains. This research study implemented two methods of expertise-based training in a course to develop undergraduate peer academic coaches through a ten-week program. An existing…
Descriptors: Program Implementation, Training Methods, Acceleration (Education), Peer Teaching

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