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Schrier, Karen – Journal of Moral Education, 2015
Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development,…
Descriptors: Ethics, Values Education, Teaching Methods, Video Games
Knezek, Gerald; Hopper, Susan B.; Christensen, Rhonda; Tyler-Wood, Tandra; Gibson, David C. – Journal of Digital Learning in Teacher Education, 2015
simSchool, an online simulator that has been used to enhance teacher preparation since 2003, models different types of students and provides virtual practice sessions for teachers to assign tasks and interact with students. In this article the authors (a) examine changes in preservice teacher perceptions of teaching confidence and teaching…
Descriptors: Classroom Environment, Preservice Teachers, Teacher Education, Teacher Attitudes
Shapira-Lishchinsky, Orly – Educational Management Administration & Leadership, 2015
The purpose of this study was to reflect the leadership strategies that may arise using a constructivist approach based on organizational learning. This approach involved the use of simulations that focused on ethical tensions in school principals' daily experiences, and the development of codes of ethical conduct to reduce these tensions. The…
Descriptors: Instructional Leadership, Leadership Styles, Educational Strategies, Simulation
Yu, Kuang-Chao; Fan, Szu-Chun; Lin, Kuen-Yi – International Journal of Science and Mathematics Education, 2015
Problem solving is often challenging for students because they do not understand the problem-solving process (PSP). This study presents a three-stage, context-based, problem-solving, learning activity that involves watching detective films, constructing a context-simulation activity, and introducing a project design to enable students to construct…
Descriptors: Problem Solving, Skill Development, Context Effect, Learning Activities
Galvis, Héctor Alejandro – HOW, 2015
This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…
Descriptors: Video Technology, Second Language Programs, Second Language Learning, Second Language Instruction
O'Malley, Patrick J.; Agger, Jonathan R.; Anderson, Michael W. – Journal of Chemical Education, 2015
An analysis is presented of the experience and lessons learned of running a MOOC in introductory physical chemistry. The course was unique in allowing students to conduct experimental measurements using a virtual laboratory constructed using video and simulations. A breakdown of the student background and motivation for taking the course is…
Descriptors: Chemistry, Teaching Methods, Virtual Classrooms, Open Education
Punckt, Christian; Bodega, Pablo S.; Kaira, Prabha; Rotermund, Harm H. – Journal of Chemical Education, 2015
Wildfires lead to the loss of life and property in many parts of the world. Understanding their dangers and, more particularly, the underlying dynamics which lead to fires of catastrophic scale contributes to better awareness as well as prevention and firefighting capabilities within the affected areas. In order to enable a basic understanding of…
Descriptors: Models, Scientific Concepts, Scientific Literacy, Scientific Principles
Williams, Michelle Hale – Journal of Political Science Education, 2015
Political institutions provide basic building blocks for understanding and comparing political systems. Yet, students often struggle to understand the implications of institutional choice, such as electoral system rules, especially when the formulas and calculations used to determine seat allocation can be multilevel and complex. This study brings…
Descriptors: Political Science, Elections, Political Campaigns, Introductory Courses
Lan, Yu-Ju – Language Learning & Technology, 2015
The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Andrews, Gillian – E-Learning and Digital Media, 2015
Possibilities for a different form of education have provided rich sources of inspiration for science fiction writers. Isaac Asimov, Orson Scott Card, Neal Stephenson, Octavia Butler, and Vernor Vinge, among others, have all projected their own visions of what education could be. These visions sometimes engage with technologies that are currently…
Descriptors: Inquiry, Educational Technology, Science Fiction, Science and Society
Duffy, Melissa C.; Azevedo, Roger; Sun, Ning-Zi; Griscom, Sophia E.; Stead, Victoria; Crelinsten, Linda; Wiseman, Jeffrey; Maniatis, Thomas; Lachapelle, Kevin – Instructional Science: An International Journal of the Learning Sciences, 2015
This study examined the nature of cognitive, metacognitive, and affective processes among a medical team experiencing difficulty managing a challenging simulated medical emergency case by conducting in-depth analysis of process data. Medical residents participated in a simulation exercise designed to help trainees to develop medical expertise,…
Descriptors: Health Personnel, Metacognition, Team Training, Trainees
Blackmon, Stephanie – International Review of Research in Open and Distributed Learning, 2015
Online environments, particularly virtual worlds, can sometimes complicate issues of self expression. For example, the faculty member who loves punk rock has an opportunity, through hairstyle and attire choices in the virtual world, to share that part of herself with students. However, deciding to share that part of the self can depend on a number…
Descriptors: Online Courses, Computer Simulation, Simulated Environment, Teacher Attitudes
Bautista, Nazan Uludag; Boone, William J. – Journal of Science Teacher Education, 2015
The purpose of this study was to investigate the impact of a mixed-reality teaching environment, called TeachME™ Lab (TML), on early childhood education majors' science teaching self-efficacy beliefs. Sixty-two preservice early childhood teachers participated in the study. Analysis of the quantitative (STEBI-b) and qualitative (journal entries)…
Descriptors: Computer Simulation, Early Childhood Education, Preservice Teachers, Self Efficacy
Mayoral-Rodríguez, Silvia; Timoneda-Gallart, Carme; Pérez-Álvarez, Federico; Das, J. P. – European Early Childhood Education Research Journal, 2015
The present study provides empirical evidence to support the hypothesis that pre-school children's cognitive functions can be developed by virtue of a training tool named COGENT (Cognitive Enhancement Training). We assumed that COGENT (COGEST in Spain) which is embedded in speech and language, will enhance the core cognitive processes that are…
Descriptors: Cognitive Processes, Simulation, Effect Size, Cognitive Ability
Gobert, Janice D.; Baker, Ryan S.; Wixon, Michael B. – Educational Psychologist, 2015
In recent years, there has been increased interest in engagement during learning. This is of particular interest in the science, technology, engineering, and mathematics domains, in which many students struggle and where the United States needs skilled workers. This article lays out some issues important for framing research on this topic and…
Descriptors: Learner Engagement, STEM Education, Electronic Learning, Science Process Skills

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