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Butler, Des – Australasian Journal of Educational Technology, 2012
A traditional approach centred on weekly lectures, perhaps supported by tutorials, still predominates in modern legal education in Australia. This approach tends to focus on the transmission of knowledge about legal rules and doctrine to students, who adopt a largely passive role. Criticisms of the traditional approach have led to law schools…
Descriptors: Foreign Countries, Multimedia Materials, Legal Education (Professions), Law Schools
Wood, Denise; Willems, Julie – Australasian Journal of Educational Technology, 2012
The Australian Government's widening participation agenda--also referred to as the social inclusion agenda--considers equity through the triple focus of access, participation and outcomes. These foci are catalysts for re-examining teaching and learning approaches in formal education. This article considers this national refocus and the…
Descriptors: Foreign Countries, Disabilities, Inclusion, Outcomes of Education
Squire, Kurt D. – Educational Technology, 2007
Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and…
Descriptors: Video Games, Educational Practices, Computer Simulation, Computers
Hamalainen, Raija – Computers & Education, 2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of…
Descriptors: Vocational Education, Technology Integration, Cooperative Learning, Skill Development
Slotte, Virpi; Herbert, Anne – Journal of Workplace Learning, 2008
Purpose: The purpose of this paper is to evaluate learners' attitudes to the use of simulation-based e-learning as part of workplace learning when socially situated interaction and blended learning are specifically included in the instructional design. Design/methodology/approach: Responses to a survey questionnaire of 298 sales personnel were…
Descriptors: Feedback (Response), Instructional Design, Staff Development, Web Based Instruction
Rigas, Dimitrios; Alharbi, Abdulrhman – Interactive Technology and Smart Education, 2011
Purpose: The purpose of this paper is to investigate the usability (effectiveness, efficiency and user satisfaction) of e-feedback interfaces. The experiment compares a traditional visual approach with a multimodal approach in order to determine the impact of multimodal metaphors upon the user's understanding, reasoning and engagement with the…
Descriptors: Feedback (Response), User Satisfaction (Information), Learner Engagement, Writing Exercises
Castro-Schez, J. J.; del Castillo, E.; Hortolano, J.; Rodriguez, A. – IEEE Transactions on Education, 2009
Educational software tools are considered to enrich teaching strategies, providing a more compelling means of exploration and feedback than traditional blackboard methods. Moreover, software simulators provide a more motivating link between theory and practice than pencil-paper methods, encouraging active and discovery learning in the students.…
Descriptors: Foreign Countries, Computer Software, Data Analysis, Web Based Instruction
Veletsianos, George; Miller, Charles; Doering, Aaron – Journal of Educational Computing Research, 2009
Conflicts occur when learners interact with pedagogical agents and virtual characters. Such conflicts--arising from technological limitations, psychosocial perceptions, and pedagogical inadequacies--hinder communication and interaction between virtual characters and learners, and impede successful engagement with learning tasks and experiences. To…
Descriptors: Electronic Learning, Interaction, Conflict, Guidelines
Schiller, Shu Z. – Journal of Information Systems Education, 2009
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Descriptors: Student Attitudes, Learning Motivation, Virtual Classrooms, Teaching Methods
Twining, Peter – British Journal of Educational Technology, 2009
This paper describes and reflects on the development of the Schome Park Programme (SPP), which was established with the specific aim of extending our thinking about schome, which aims to be the optimal educational system for the 21st century. In an earlier stage of the Schome Initiative, it became clear that people find it almost impossible to…
Descriptors: Postsecondary Education, Research Methodology, Educational Philosophy, Educational Innovation
Blignaut, Seugnet; Nagel, Lynette – Computers & Education, 2009
Higher education institutions deliver web-based learning with varied success. The success rate of distributed online courses remains low. Factors such as ineffective course facilitation and insufficient communication contribute to the unfulfilled promises of web-based learning. Students consequently feel unmotivated. Instructor control and in the…
Descriptors: Foreign Countries, Distance Education, Online Courses, Internet
Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
Klopfer, Eric; Squire, Kurt – Educational Technology Research and Development, 2008
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment…
Descriptors: Elementary Secondary Education, Computer Uses in Education, Computer Software, Educational Technology
Supramaniam, Mahadevan; Shanmugam, Bala – Online Submission, 2009
The purpose of this study was to examine the implementation flow and development of retail bank management simulation based training system which could provide a comprehensive knowledge about the operations and management of banks for the banking students. The prototype of a Retail banking simulation based training system was developed based on…
Descriptors: Banking, Client Server Architecture, Retailing, Instructional Design
Nikolic, B.; Radivojevic, Z.; Djordjevic, J.; Milutinovic, V. – IEEE Transactions on Education, 2009
Courses in Computer Architecture and Organization are regularly included in Computer Engineering curricula. These courses are usually organized in such a way that students obtain not only a purely theoretical experience, but also a practical understanding of the topics lectured. This practical work is usually done in a laboratory using simulators…
Descriptors: Instructional Design, Evaluation Criteria, Science Laboratories, Computer Software