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Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
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Barneva, Reneta P.; Kanev, Kamen; Kapralos, Bill; Jenkin, Michael; Brimkov, Boris – Journal of Educational Technology Systems, 2017
We place collaborative student engagement in a nontraditional perspective by considering a novel, more interactive educational environment and explaining how to employ it to enhance student learning. To this end, we explore modern technological classroom enhancements as well as novel pedagogical techniques which facilitate collaborative learning.…
Descriptors: Teaching Methods, Learner Engagement, Cooperative Learning, Technology Uses in Education
Yildirim, Gürkan – Online Submission, 2017
Today, it is seen that developing technologies are tried to be used continuously in the learning environments. These technologies have rapidly been diversifying and changing. Recently, virtual reality technology has become one of the technologies that experts have often been dwelling on. The present research tries to determine users' opinions and…
Descriptors: Instructional Materials, Educational Technology, Technology Uses in Education, Simulated Environment
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Banfield, James; Wilkerson, Brad – Contemporary Issues in Education Research, 2014
The aim of this study was to assess gamification as a method of experiential learning theory (ELT) on student motivation and self-efficacy to perform System Engineering/Information Assurance (IA) tasks. The study was a basic qualitative method, whereby data was collected via semi-structured interview and then analyzed for recurring themes and…
Descriptors: Games, Experiential Learning, Learning Theories, Student Motivation
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Henderson, David E. – Journal of Chemical Education, 2010
A simulation game is used to teach students in instrumental analysis courses to find the latest developments in the field, use the journal literature, and apply critical thinking to determine the relative importance of the work they find. They also learn about the business of chemical instruments and to make oral presentations. The competitive…
Descriptors: Critical Thinking, Information Literacy, Chemistry, Simulation
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Chesler, Naomi C.; Arastoopour, Golnaz; D'Angelo, Cynthia M.; Bagley, Elizabeth A.; Shaffer, David Williamson – Advances in Engineering Education, 2013
Increasingly, first-year engineering curricula incorporate design projects. However, the faculty and staff effort and physical resources required for the number of students enrolled can be daunting and affect the quality of instruction. To reduce these costs, ensure a high quality educational experience, and reduce variability in student outcomes…
Descriptors: Engineering Education, Computer Simulation, Educational Quality, Educational Experience
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Reuss, Robert L.; Gardulski, Anne F. – Journal of Geoscience Education, 2001
Describes an interactive game used in conjunction with traditional laboratory work, group discussions, student presentations, and writing exercises to provide an enjoyable and motivating dimension to a university seminar/lab course in historical geology and paleontology. The game is designed for a university setting but can easily be modified for…
Descriptors: Evaluation, Games, Geology, Higher Education