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Gleed, Amy Keller – American School & University, 2009
Daylighting a space is both an art and a science. The impact of daylight can make a building's design come to life. Daylighting can be carried out skillfully, or it can be too casually considered or totally misunderstood. Bad daylighting is devastating to a space and costly to fix. Today, in this era of sustainable design, daylighting is given…
Descriptors: Educational Facilities Design, Energy Conservation, Lighting, Climate Control
Zheng, Dongping; Young, Michael F.; Wagner, Manuela Maria; Brewer, Robert A. – Modern Language Journal, 2009
This study analyzes the user chat logs and other artifacts of a virtual world, "Quest Atlantis" (QA), and proposes the concept of Negotiation for Action (NfA) to explain how interaction, specifically, avatar-embodied collaboration between native English speakers and nonnative English speakers, provided resources for English language acquisition.…
Descriptors: Discourse Analysis, Semantics, Syntax, Cooperation
Sins, Patrick H. M.; Savelsbergh, Elwin R.; van Joolingen, Wouter R.; van Hout-Wolters, Bernadette H. A. M. – International Journal of Science Education, 2009
While many researchers in science education have argued that students' epistemological understanding of models and of modelling processes would influence their cognitive processing on a modelling task, there has been little direct evidence for such an effect. Therefore, this study aimed to investigate the relation between students' epistemological…
Descriptors: Educational Practices, Computer Simulation, Cognitive Processes, Epistemology
Chin, Jeffrey; Dukes, Richard; Gamson, William – Simulation & Gaming, 2009
This article examines the state of assessment in simulation and gaming over the past 40 years. While assessment has come slowly to many disciplines, members of the simulation and gaming community have been assessing the educational effectiveness of their experiential activities for years, in part because of skepticism from more traditional…
Descriptors: Simulation, Evaluation Research, Meta Analysis, Bibliometrics
Klabbers, Jan H. G. – Simulation & Gaming, 2009
Since its introduction in academia and professional practice during the 1950s, gaming has been linked to simulation. Although both fields have a few important characteristics in common, they are distinct in their form and underlying theories of knowledge and methodology. Nevertheless, in the literature, hybrid terms such as "gaming/simulation" and…
Descriptors: Educational Games, Figurative Language, Simulation, Definitions
Tao, Yu-Hui; Cheng, Chieh-Jen; Sun, Szu-Yuan – Computers & Education, 2009
Previous studies have pointed out that computer games could improve students' motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational…
Descriptors: Educational Games, Computer Simulation, Learning Motivation, Interpersonal Relationship
Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs
Woods, Carol M. – Applied Psychological Measurement, 2009
Differential item functioning (DIF) occurs when items on a test or questionnaire have different measurement properties for one group of people versus another, irrespective of group-mean differences on the construct. Methods for testing DIF require matching members of different groups on an estimate of the construct. Preferably, the estimate is…
Descriptors: Test Results, Testing, Item Response Theory, Test Bias
Baker, Suzanne C.; Wentz, Ryan K.; Woods, Madison M. – Teaching of Psychology, 2009
The online virtual world Second Life (www.secondlife.com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represent them in the virtual world. Within SL, avatars can interact with each other and with objects and environments. SL offers tremendous creative potential in that users can create content within the…
Descriptors: Psychology, Teaching Methods, Technology Uses in Education, Educational Technology
NutrientNet: An Internet-Based Approach to Teaching Market-Based Policy for Environmental Management
Nguyen, To N.; Woodward, Richard T. – Journal of Economic Education, 2009
NutrientNet is an Internet-based environment in which a class can simulate a market-based approach for improving water quality. In NutrientNet, each student receives a role as either a point source or a nonpoint source polluter, and then the participants are allowed to trade water quality credits to cost-effectively reduce pollution in a…
Descriptors: Water Quality, Internet, Computer Simulation, Economics Education
Meyers, Jason L.; Miller, G. Edward; Way, Walter D. – Applied Measurement in Education, 2009
In operational testing programs using item response theory (IRT), item parameter invariance is threatened when an item appears in a different location on the live test than it did when it was field tested. This study utilizes data from a large state's assessments to model change in Rasch item difficulty (RID) as a function of item position change,…
Descriptors: Test Items, Test Content, Testing Programs, Simulation
de Freitas, Sara; Neumann, Tim – Computers & Education, 2009
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for teaching practitioners that will have implications upon not just what is learned but importantly upon…
Descriptors: Experiential Learning, Discovery Learning, Virtual Classrooms, Professional Development
Fortner, Rosanne W.; Jenkins, Deborah Bainer – Science Activities: Classroom Projects and Curriculum Ideas, 2009
To find out about the microscopic life in the valuable estuary environment, it is usually necessary to be near the water. This dry lab offers an alternative, using authentic data and a simulation of plankton sampling. From the types of organisms found in the sample, middle school students can infer relationships in the biological and physical…
Descriptors: Middle School Students, Science Activities, Physical Environment, Middle Schools
Woods, Carol M. – Multivariate Behavioral Research, 2009
Differential item functioning (DIF) occurs when an item on a test or questionnaire has different measurement properties for 1 group of people versus another, irrespective of mean differences on the construct. This study focuses on the use of multiple-indicator multiple-cause (MIMIC) structural equation models for DIF testing, parameterized as item…
Descriptors: Test Bias, Structural Equation Models, Item Response Theory, Testing
Zeng, Amy; Johnson, Sharon – Innovations in Education and Teaching International, 2009
Using experiential simulation games is a commonly used pedagogical method to enrich classroom discussions and to facilitate students' learning in supply chain management education at both undergraduate and graduate levels. However, existing games are inappropriate for undergraduate students that are first-time learners of the subject. In this…
Descriptors: Undergraduate Students, Business Administration Education, Discovery Learning, Simulation

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