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Marsh, Jackie – Journal of Research in Reading, 2014
This paper reports on a study of the purposes for literacy discernible in young children's use of the virtual world, "Club Penguin." Twenty-six children aged between 5 and 11 took part in semi-structured interviews in which their use of virtual worlds was explored. Further, three 11-year-old children were filmed using "Club…
Descriptors: Literacy Education, Educational Technology, Clubs, Semi Structured Interviews
Perry, Judy; Klopfer, Eric – Computers in the Schools, 2014
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…
Descriptors: Educational Games, Handheld Devices, Electronic Learning, Biology
Kukkonen, Jari Ensio; Kärkkäinen, Sirpa; Dillon, Patrick; Keinonen, Tuula – International Journal of Science Education, 2014
Research has demonstrated that simulation-based inquiry learning has significant advantages for learning outcomes when properly scaffolded. For successful learning in science with simulation-based inquiry, one needs to ascertain levels of background knowledge so as to support learners in making, evaluating and modifying hypotheses, conducting…
Descriptors: Elementary School Science, Science Instruction, Scaffolding (Teaching Technique), Inquiry
Wu, Pai-Hsing; Wu, Hsin-Kai; Hsu, Ying-Shao – International Journal of Science Education, 2014
The emphasis on scientific inquiry has increased the importance in developing the fundamental abilities to conduct scientific investigations and urged a need for valid assessments of students' inquiry abilities. We took advantage of the advanced technology to develop a simulation-based assessment of inquiry abilities (SAIA) that allowed…
Descriptors: Construct Validity, Content Validity, Inquiry, Scientific Research
Hamrick, Phillip – Language Learning, 2014
Humans are remarkably sensitive to the statistical structure of language. However, different mechanisms have been proposed to account for such statistical sensitivities. The present study compared adult learning of syntax and the ability of two models of statistical learning to simulate human performance: Simple Recurrent Networks, which learn by…
Descriptors: Second Language Learning, Role, Syntax, Computational Linguistics
Schweizer, Heidi; Hayslett, Carrianne; Bansal, Naveen; Ronco, Sharron; Schafer, Richard – International Journal on E-Learning, 2014
Background: The host of costly individual and societal consequences of alcohol, tobacco, and other drugs (ATOD) use underscores the importance of ATOD prevention education. "It's Up 2U" is an evidence-informed, game-based, e-learning ATOD prevention program developed by Children's Health Education Center (CHEC) targeting middle school…
Descriptors: Prevention, Health Education, Electronic Learning, Pretests Posttests
Pellas, Nikolaos – International Journal of Learning and Change, 2014
Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…
Descriptors: Cybernetics, Organizational Development, Scripts, Computer Assisted Instruction
Ahrenkiel, Linda; Worm-Leonhard, Martin – Journal of Chemical Education, 2014
In this article, we present details of a one-week interdisciplinary science camp for high school students in Denmark, "Criminal Camp". We describe the use of forensic science and simulated crimes as a common foundation for teaching the theory and practice of concepts in chemistry, physics, and medicine or biology. The main goal of the…
Descriptors: Interdisciplinary Approach, High School Students, Crime, Criminology
Petersen, Nadine F. – South African Journal of Childhood Education, 2014
This paper provides an account of student teachers' responses to a simulation game about food scarcity and how the game served as a conversation starter regarding the influence of food scarcity on educational provisioning. The simulation game was utilised as part of a suite of activities during an educational excursion for first years in primary…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Educational Games
Lackey, Stephen – ProQuest LLC, 2014
Though the role of traveler information in transportation has been widely recognized in Activity Analysis research, the needs of specific populations receive limited attention. The commuting burden on community college students received comparatively little attention, despite first semester attrition rates and sharp declines in observed parking…
Descriptors: Commuting Students, Community Colleges, Two Year College Students, Transportation
Jacobson, Jeffery – International Journal of Virtual and Personal Learning Environments, 2013
In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome…
Descriptors: Educational Games, Computer Games, Video Technology, Visual Aids
Hedges, Larry V.; Pustejovsky, James E.; Shadish, William R. – Research Synthesis Methods, 2013
Single-case designs are a class of research methods for evaluating treatment effects by measuring outcomes repeatedly over time while systematically introducing different condition (e.g., treatment and control) to the same individual. The designs are used across fields such as behavior analysis, clinical psychology, special education, and…
Descriptors: Effect Size, Research Design, Research Methodology, Behavioral Science Research
Pasco, Denis – Quest, 2013
In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…
Descriptors: Computer Simulation, Physical Activities, Physical Education, Concept Formation
Reichle, Erik D.; Drieghe, Denis – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2013
The question of why readers sometimes skip words has important theoretical implications for our understanding of perception, cognition, and oculomotor control during reading (Drieghe, Rayner, & Pollatsek, 2005). In this article, the E-Z Reader model of eye-movement control in reading (Reichle, 2011) was used to examine the behavioral…
Descriptors: Reading Strategies, Reading Skills, Eye Movements, Protocol Analysis
Zabunov, Svetoslav S. – European Journal of Physics Education, 2013
The current paper aims at presenting a modern e-learning method and tool that is utilized in teaching physics in the universities. An online stereo 3D simulation is used for e-learning mechanics and specifically the teaching of spherical pendulum as part of the General Physics course for students in the universities. This approach was realized on…
Descriptors: Electronic Learning, Computer Simulation, College Science, Science Instruction

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