Publication Date
In 2025 | 1 |
Since 2024 | 34 |
Since 2021 (last 5 years) | 111 |
Since 2016 (last 10 years) | 251 |
Since 2006 (last 20 years) | 623 |
Descriptor
Computer Simulation | 785 |
Instructional Design | 785 |
Educational Technology | 312 |
Computer Assisted Instruction | 280 |
Teaching Methods | 235 |
Foreign Countries | 234 |
Instructional Effectiveness | 180 |
Electronic Learning | 177 |
Computer Software | 156 |
Simulated Environment | 142 |
Educational Games | 133 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 28 |
Researchers | 21 |
Practitioners | 9 |
Administrators | 5 |
Students | 4 |
Policymakers | 3 |
Media Staff | 1 |
Parents | 1 |
Location
Australia | 29 |
United Kingdom | 23 |
Taiwan | 17 |
Germany | 16 |
United States | 14 |
Turkey | 12 |
Canada | 11 |
China | 11 |
New York | 11 |
Singapore | 11 |
Japan | 10 |
More ▼ |
Laws, Policies, & Programs
Americans with Disabilities… | 1 |
Copyright Law 1976 | 1 |
No Child Left Behind Act 2001 | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 1 |
Meets WWC Standards with or without Reservations | 1 |
Pareto, Lena; Willermark, Sara – Journal of Educational Computing Research, 2019
Technological pedagogical and content knowledge (TPACK) is a well-known conceptual framework for what knowledge teachers need in order to teach successfully using technology. Most recent TPACK studies address assessment of teacher TPACK by quantitative self-reporting surveys. Such an approach provides little guidance for teachers in how to develop…
Descriptors: Faculty Development, Pedagogical Content Knowledge, Technological Literacy, Elementary School Teachers
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
Lindgren, Robb; Morphew, Jason; Kang, Jina; Junokas, Michael – Mind, Brain, and Education, 2019
Research from brain science and the learning sciences support the notion that human cognition is grounded in our sensorimotor engagement with the physical world and that processes of learning can be shaped by our movements and actions. Increasing recognition that effective educational interventions can be seeded with embodied actions is paralleled…
Descriptors: Neurosciences, Schemata (Cognition), Sensory Integration, Nonverbal Communication
Wesely, Pamela M., Ed. – Central States Conference on the Teaching of Foreign Languages, 2021
The 2021 Central States Conference on the Teaching of Foreign Languages forged a fresh perspective for the organization with a virtual setting. Held March 11-13, 2021, the conference offered flexible scheduling for educators balancing a multitude of unique teaching situations in the midst of the COVID 19 Pandemic. The theme, "One…
Descriptors: Second Language Learning, Second Language Instruction, Conferences (Gatherings), Teaching Methods
James, Nikki; Humez, Andrea; Laufenberg, Philipp – TechTrends: Linking Research and Practice to Improve Learning, 2020
Team projects allow students to apply their technical skills to a real-world context and build twenty-first century competencies, including teamwork, project management and communication skills. However, the complex challenges that such experiential learning projects present for students and faculty can limit the scale of implementation. This…
Descriptors: Distance Education, Scaffolding (Teaching Technique), Computer Simulation, Teaching Methods
Debattista, Martin – International Journal of Information and Learning Technology, 2018
Purpose: The recognition of practice in online instruction is still subject to interpretation and different approaches as a result of the rapid changes in technology and its effect on society. The purpose of this paper is to address these differences through a synthesis that can be easily accessed and consulted by educators in the field of…
Descriptors: Instructional Design, Electronic Learning, Online Courses, Higher Education
Oliver, Kyle Matthew – Teaching Theology & Religion, 2019
This article presents a pedagogical approach to training seminarians for faith leadership in the era of what Heidi Campbell has called "networked religion." It argues that the increasing digital mediation of religious practice, expression, and community represents an opportunity for students to explore and inhabit ministry sites and…
Descriptors: Theological Education, Church Related Colleges, Social Change, Religion
Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
Sun, Susan Y. H.; Goodyear, Peter – Australasian Journal of Educational Technology, 2020
University students involved in online courses play an active role in adapting the tasks they are set and the environment(s) in which they work. They also make adjustments to their working relationships with other people in an effort to improve their learning and/or fit study demands into wider life. The term "co-configuration" refers to…
Descriptors: Online Courses, Second Language Learning, Second Language Instruction, Instructional Design
Van Maele, Jan – Research-publishing.net, 2020
On its website, APVEA reminds us that "virtual exchanges are technology-enabled, sustained, people-to-people education programs". This chapter addresses the question of what we exchange when we engage in virtual exchange by exploring the meaning and value of virtual exchange as intercultural dialogue, and by considering the impact of the…
Descriptors: Exchange Programs, Intercultural Communication, Cultural Awareness, Computer Simulation
Meibauer, Gustav; Aagaard Nøhr, Andreas – Journal of Political Science Education, 2018
This article is about designing and implementing PowerPoint-based interactive simulations for use in International Relations (IR) introductory undergraduate classes based on core pedagogical literature, models of human skill acquisition, and previous research on simulations in IR teaching. We argue that simulations can be usefully employed at the…
Descriptors: Teaching Experience, Computer Simulation, Computer Uses in Education, Courseware
Costa, Joana Martinho; Miranda, Guilhermina Lobato – Informatics in Education, 2019
This paper presents an approach to the initial programming learning using the four components instructional model and the Alice software. The quasi-experimental design was developed with two groups of students that attended two schools with very different socioeconomic status and school retention levels. The differences obtained in the mean of the…
Descriptors: Computer Software, Instructional Design, Models, Programming
Abbitt, Jason; Watt, Sarah – Journal of Technology and Teacher Education, 2020
This study investigates the relationship between measures of user activity within a Learning Management System (LMS) and student performance during a series of Virtual Field Experience (VFE) online learning modules. Implemented in a graduate-level course on teaching methods for learners with mild/moderate disabilities, each VFE activity was…
Descriptors: Management Systems, Preservice Teachers, Computer Simulation, Online Courses
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Oner, Diler – Australasian Journal of Educational Technology, 2020
This study examines the use of a virtual internship (an epistemic game) for developing preservice teachers' technological pedagogical content knowledge (TPACK). TPACK aims to capture the essential qualities of teacher knowledge that are needed for integrating technology into teaching. Virtual internships are computer-based professional practicum…
Descriptors: Computer Simulation, Pedagogical Content Knowledge, Technological Literacy, Technology Integration