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Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco – Educational Technology & Society, 2010
The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…
Descriptors: Role Playing, Educational Games, Computer Simulation, Computer Uses in Education
Elbadawi, Isam; McWilliams, Douglas L.; Tetteh, Edem G. – Simulation & Gaming, 2010
Finding appropriate interactive exercises to increase students' learning in technical topic courses is always challenging to educators. In this study, several paper plane hands-on simulation exercises were developed, used, and tested in a lean manufacturing course for beginning college students. A pretest and posttest was used to assess the…
Descriptors: Learning Activities, College Students, Active Learning, Manufacturing
Menegatos, Lisa; Lederman, Linda C.; Hess, Aaron – Communication Education, 2010
LET'S TALK ABOUT IT (LTAI) (Lederman, Stewart, Bates, Greenberg, LeGreco, & Schuwerk, 2007), a scenario-based alcohol prevention simulation, has been used in a curriculum infusion design to promote healthy alcohol-related decision making among college students. Its use offers a unique research opportunity to explore students' beliefs and talk…
Descriptors: Undergraduate Students, Communication Problems, Alcohol Abuse, Decision Making
Steffan, Jarrod S.; Morgan, Robert D.; Lee, Jeahoon; Sellbom, Martin – Assessment, 2010
There are several strategies, or models, for combining the Minnesota Multiphasic Personality Inventory-2 (MMPI-2) validity indicators to detect malingered psychiatric symptoms. Some scholars have recommended that an elevated F (Infrequency) score should be followed by the inspection of Fp (Infrequency-Psychopathology), whereas a recent…
Descriptors: College Freshmen, Validity, Psychopathology, Personality
Wallace, Simon; Parsons, Sarah; Westbury, Alice; White, Katie; White, Kathy; Bailey, Anthony – Autism: The International Journal of Research and Practice, 2010
Immersive virtual environments (IVEs) are potentially powerful educational resources but their application for children with Autism Spectrum Disorder (ASD) is under researched. This study aimed to answer two research questions: (1) Do children with ASD experience IVEs in different ways to typically developing children given their cognitive,…
Descriptors: Autism, Adolescents, Sensory Experience, Pervasive Developmental Disorders
Mechling, Linda; O'Brien, Eileen – Education and Training in Autism and Developmental Disabilities, 2010
This study investigated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to push a "request to stop bus signal" and exit a city bus in response to target landmarks. A multiple probe design across three students and one bus route was used to evaluate effectiveness of…
Descriptors: Maintenance, Bus Transportation, Mental Retardation, Young Adults
Jager, Sake, Ed.; Bradley, Linda, Ed.; Meima, Estelle J., Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2014
The theme of EUROCALL 2014 was "CALL Design: Principles and Practice," which attracted approximately 280 practitioners, researchers and students from computer-assisted language learning (CALL) and related disciplines of more than 40 different nationalities. Over 170 presentations were delivered on topics related to this overarching…
Descriptors: Conferences (Gatherings), Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Martin, Clarence H. – Decision Sciences Journal of Innovative Education, 2007
This teaching brief presents a Microsoft® Excel simulation designed to complement and expand upon the well-known matchstick/die game introduced by Goldratt in "The Goal." This simulation performs 100 replications of a 40-period processing run for low, medium, and high levels of process variation and displays the comparative results…
Descriptors: Educational Games, Simulation, Spreadsheets, Technology Uses in Education
Perez, Lisa – Teacher Librarian, 2009
In this article, the author discusses using Second Life (SL) in school librarianship. SL is a multi-user virtual environment in which persons create avatars to allow them to move and interact with other avatars. They can build and manipulate objects. To move, they can walk, run, fly, or teleport. There are many areas within SL to allow people to…
Descriptors: Library Networks, Library Services, School Libraries, Library Science
Howard-Jones, Paul A.; Demetriou, Skevi – Instructional Science: An International Journal of the Learning Sciences, 2009
Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer-based learning games. In the first study, children (10-11 years) played a simple maths quiz.…
Descriptors: Educational Games, Mathematics Tests, Motivation, Experiments
Sloane, Sharon; Holmes, Elizabeth – Educational Technology, 2009
The authors describe the steps in the ethical decision-making process and show how employers and educators are addressing ethical gray areas using innovative simulations in order to better prepare employees and other personnel to face ethical challenges head-on. The model outlined in this article can be used as a teaching and training tool to…
Descriptors: Ethics, Educational Technology, Decision Making, Educational Games
Luh, Wei-Ming; Guo, Jiin-Huarng – Journal of Experimental Education, 2009
The sample size determination is an important issue for planning research. However, limitations in size have seldom been discussed in the literature. Thus, how to allocate participants into different treatment groups to achieve the desired power is a practical issue that still needs to be addressed when one group size is fixed. The authors focused…
Descriptors: Sample Size, Research Methodology, Evaluation Methods, Simulation
Sanabria, Federico; Thrailkill, Eric – Journal of the Experimental Analysis of Behavior, 2009
The game of Matching Pennies (MP), a simplified version of the more popular Rock, Papers, Scissors, schematically represents competitions between organisms with incentives to predict each other's behavior. Optimal performance in iterated MP competitions involves the production of random choice patterns and the detection of nonrandomness in the…
Descriptors: Visual Stimuli, Play, Animals, Probability
Stuive, Ilse; Kiers, Henk A. L.; Timmerman, Marieke E. – Educational and Psychological Measurement, 2009
A common question in test evaluation is whether an a priori assignment of items to subtests is supported by empirical data. If the analysis results indicate the assignment of items to subtests under study is not supported by data, the assignment is often adjusted. In this study the authors compare two methods on the quality of their suggestions to…
Descriptors: Simulation, Item Response Theory, Test Items, Factor Analysis
Atkinson, Tom – TechTrends: Linking Research and Practice to Improve Learning, 2009
This article explores "Second Life"[TM] (SL) from an educator's perspective. As instructional designers transform instruction from real world to SL, understanding how more traditional forms of teaching and learning transfer to the immersive spaces of virtual life may be critical. This article identifies principles of instruction for virtual worlds…
Descriptors: Instructional Design, Immersion Programs, Games, Electronic Learning

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