NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 256 to 270 of 1,177 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Keppell, Mike – International Perspectives on Higher Education Research, 2014
This chapter will explore how the places of learning might look in next generation learning spaces where learners traverse physical and virtual spaces using personalised learning strategies. It will examine how learning spaces may represent ubiquitous spaces in which the learner undertakes some form of study or learning. Although there has been…
Descriptors: Learning Strategies, Higher Education, Computer Simulation, Instructional Design
Peer reviewed Peer reviewed
Direct linkDirect link
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis – Interactive Learning Environments, 2016
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Descriptors: Computer Software, Computer Simulation, Program Development, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Tyler-Wood, Tandra; Estes, Mary; Christensen, Rhonda; Knezek, Gerald; Gibson, David – Rural Special Education Quarterly, 2015
This article examines the use of simSchool as a training tool for educators working with students with special needs in rural districts. SimSchool is a game that emulates a classroom utilizing a virtual environment. The theory supporting simSchool is explored and current research associated with simSchool is reviewed. The issues surrounding…
Descriptors: Rural Areas, Special Needs Students, Educational Games, Faculty Development
Peer reviewed Peer reviewed
Direct linkDirect link
Borthwick, Arlene C.; Anderson, Cindy L.; Finsness, Elizabeth S.; Foulger, Teresa S. – Journal of Digital Learning in Teacher Education, 2015
Wearable personal learning technologies can gather data from the person wearing the device or from the surrounding environment and enable that data to be transferred to another device or shared via the cloud. Wearable technologies can serve as a valuable asset in the classroom enhancing differentiation of instruction and student engagement. They…
Descriptors: Educational Technology, Learner Engagement, Teacher Education, Technology Integration
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
Wesley, Alexa; Parnell, Amelia; Askin, Jacalyn – NASPA - Student Affairs Administrators in Higher Education, 2020
Higher education is deploying a range of innovative strategies in response to rising costs and financial challenges. This report presents findings from a NASPA [National Association of Student Personnel Administrators] study on cost-saving initiatives at three institutions. Each institution aimed to creatively address different areas affecting…
Descriptors: Higher Education, Cost Effectiveness, Professional Associations, Student Personnel Workers
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Squires, David R. – Journal of Educational Technology, 2014
The aim of this paper is to examine the potential and effectiveness of m-learning in the field of Education and Learning domains. The purpose of this research is to illustrate how mobile technology can and is affecting novel change in instruction, from m-learning and the link to adaptive learning, to the uninitiated learner and capacities of…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Educational Technology
Sotomayor, Gilda E. – Journal of Educational Psychology - Propositos y Representaciones, 2014
This article aims to outline and project three new learning scenarios for Higher Education that, after the emergence of ICT and communication through the Network-lnternet, have appeared under the generic name of virtual communities. To that end, we start from a previous conceptual analysis on collaborative learning, cooperative learning and…
Descriptors: Communities of Practice, Computer Simulation, Higher Education, Computer Mediated Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Holden, Christopher – TechTrends: Linking Research and Practice to Improve Learning, 2014
Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…
Descriptors: Simulated Environment, Computer Simulation, Computers, Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Ludlow, Barbara L. – Rural Special Education Quarterly, 2015
Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…
Descriptors: Computer Simulation, Technology Uses in Education, Rural Areas, Rural Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Cruz, Gonçalo; Costa, António; Martins, Paulo; Gonçalves, Ramiro; Barroso, João – Educational Technology & Society, 2015
3D Virtual Worlds are being used for education and training purposes in a cross-disciplinary way. However, its widespread adoption, particularly in formal learning contexts, is far from being a reality due a broad range of technological challenges. In this reflection paper, our main goal is to argue why and how identity federation should be…
Descriptors: Educational Technology, Computer Simulation, Simulated Environment, Teaching Methods
D'Angelo, Cynthia M.; Rutstein, Daisy; Harris, Christopher J. – Educational Technology, 2016
This article presents a summary of the findings of a systematic review and meta-analysis of the literature on computer-based interactive simulations for K-12 science, technology, engineering, and mathematics (STEM) learning topics. For achievement outcomes, simulations had a moderate to strong effect on student learning. Overall, simulations have…
Descriptors: STEM Education, Computer Simulation, Educational Trends, Trend Analysis
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Alex Molnar Ed. – National Education Policy Center, 2019
As proponents continue to make the case that virtual education can expand student choices and improve the efficiency of public education, full-time virtual schools have attracted a great deal of attention. Advocates contend that this potential for individualization allows virtual schools to promote greater student achievement than can be realized…
Descriptors: Computer Simulation, Efficiency, Distance Education, Academic Achievement
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
Pages: 1  |  ...  |  14  |  15  |  16  |  17  |  18  |  19  |  20  |  21  |  22  |  ...  |  79