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Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
Marchetti, Emanuela; Valente, Andrea – Electronic Journal of e-Learning, 2015
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Descriptors: Educational Technology, Elementary School Students, Video Games, Computer Games
Leppink, Jimmie; van Merriënboer, Jeroen J. G. – Educational Technology & Society, 2015
An increasing part of cognitive load research in technology-based learning includes a component of repeated measurements, that is: participants are measured two or more times on the same performance, mental effort or other variable of interest. In many cases, researchers aggregate scores obtained from repeated measurements to one single sum or…
Descriptors: Cognitive Processes, Difficulty Level, Measures (Individuals), Statistical Analysis
Pasfield-Neofitou, Sarah; Huang, Hui; Grant, Scott – Educational Technology Research and Development, 2015
Increased recognition of the role of the body and environment in cognition has taken place in recent decades in the form of new theories of embodied and extended cognition. The growing use of ever more sophisticated computer-generated 3D virtual worlds and avatars has added a new dimension to these theories of cognition. Both developments provide…
Descriptors: Second Language Instruction, Language Acquisition, Classroom Environment, Case Studies
Hii, King Kuok; Rzepa, Henry S.; Smith, Edward H. – Journal of Chemical Education, 2015
The coupling of a student experiment involving the preparation and use of a catalyst for the asymmetric epoxidation of an alkene with computational simulations of various properties of the resulting epoxide is set out in the form of a software toolbox from which students select appropriate components. At the core of these are the computational…
Descriptors: Organic Chemistry, Laboratory Experiments, Science Experiments, College Science
Chadli, Abdelhafid; Bendella, Fatima; Tranvouez, Erwan – Educational Technology & Society, 2015
In this paper we present an Agent-based evaluation approach in a context of Multi-agent simulation learning systems. Our evaluation model is based on a two stage assessment approach: (1) a Distributed skill evaluation combining agents and fuzzy sets theory; and (2) a Negotiation based evaluation of students' performance during a training…
Descriptors: Learning Motivation, Student Evaluation, Skills, Simulation
Klapproth, Florian – Education Policy Analysis Archives, 2015
Two objectives guided this research. First, this study examined how well teachers' tracking decisions contribute to the homogenization of their students' achievements. Second, the study explored whether teachers' tracking decisions would be outperformed in homogenizing the students' achievements by statistical models of tracking decisions. These…
Descriptors: Academic Achievement, Ability Grouping, Secondary Education, Decision Making
Coleman, Mari Beth; Cherry, Rebecca A.; Moore, Tara C.; Yujeong, Park; Cihak, David F. – Intellectual and Developmental Disabilities, 2015
The purpose of this study was to compare the effects of teacher-directed simultaneous prompting to computer-assisted simultaneous prompting for teaching sight words to 3 elementary school students with intellectual disability. Activities in the computer-assisted condition were designed with Intellitools Classroom Suite software whereas traditional…
Descriptors: Prompting, Simulation, Sight Vocabulary, Elementary School Students
Ugone, Valeria; Garribba, Eugenio; Micera, Giovanni; Sanna, Daniele – Journal of Chemical Education, 2015
In this laboratory activity, the equilibrium between square pyramidal and octahedral V(IV)O[superscript 2+] complexes is described. We propose a set of experiments to synthesize and characterize two types of V(IV)O[superscript 2+] complexes. The experiment allows great flexibility and may be effectively used at a variety of levels and the activity…
Descriptors: Chemistry, Science Instruction, Science Experiments, Science Laboratories
Dickey, Michele D. – Interactive Learning Environments, 2015
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
Descriptors: Computer Games, Qualitative Research, Elementary School Teachers, Secondary School Teachers
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Kong, Seng Yeap; Yaacob, Naziaty Mohd; Ariffin, Ati Rosemary Mohd – Asia Pacific Journal of Education, 2015
The use of the physical environment as a three-dimensional (3-D) textbook is not a common practice in educational facilities design. Previous researches documented that little progress has been made to incorporate environmental education (EE) into architecture, especially among the conventional designers who are often constrained by the budget and…
Descriptors: Foreign Countries, Physical Environment, Computer Simulation, Textbooks
Grotzer, Tina A.; Powell, Megan M.; Derbiszewska, Katarzyna M.; Courter, Caroline J.; Kamarainen, Amy M.; Metcalf, Shari J.; Dede, Christopher J. – Technology, Knowledge and Learning, 2015
Reasoning about ecosystems includes consideration of causality over temporal and spatial distances; yet learners typically focus on immediate time frames and local contexts. Teaching students to reason beyond these boundaries has met with some success based upon tests that cue students to the types of reasoning required. Virtual worlds offer an…
Descriptors: Ecology, Logical Thinking, Grade 5, Grade 6
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Dotger, Benjamin H. – Journal of Teacher Education, 2015
Attention to the core practices of teaching necessitates core pedagogies in teacher preparation. This article outlines the diffusion of one such pedagogy from medical to teacher education. The concept of clinical simulations is outlined through the lens of "signature pedagogies" and their uncertain, engaging, formative qualities.…
Descriptors: Teaching Methods, Teacher Education Programs, Medical Education, Educational Practices

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