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Filter by type
- Articles, Briefs, Papers, and Reports [x]
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- Simulations [x]
- Teaching and Learning [x]
- Student Engagement and Interaction (32)
- E-Learning (15)
- Learning (14)
- Games and Gaming (13)
- Information Technology Management and Leadership (13)
- Instructional Technologies (12)
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EDUCAUSE Library Items for Simulations
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7 Things You Should Know About Cyberinfrastructure
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August 20, 2007
Cyberinfrastructure is not a new technology, per se, or merely a better, faster Internet. While cyberinfrastructure brings together high-performance computing, remote sensors, large data sets, mi…
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7 Things You Should Know About Gamification
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August 10, 2011
Gamification is the application of game elements in non-gaming situations , often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentratio…
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A Framework for Assessing Learning Outcomes in Online Business Simulations
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December 28, 2007
This paper explores a framework for assessing effectiveness in online business simulations geared towards business students. This paper explores …
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Adopting Digital Technologies in the Classroom: 10 Assessment Questions
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January 1, 2004
Adopting Digital Technologies in the Classroom: 10 Assessment Questions Answering 10 questions will help guide faculty in adopting digital technology for the classroom By David J. Staley …
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Aspire Public Schools: CODE Aspire
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November 28, 2012
This is Aspire Public School’s first K-8 blended learning school in the Achievement School District in Memphis, TN. By combining its California-based College for Certain model with a focus on c…
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Authentic Learning for the 21st Century: An Overview
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January 1, 2007
Learning-by-doing is generally considered the most effective way to learn. The Internet and a variety of emerging communication, visualization, and simulation technologies now make it possible to…
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Building a Collaborative Online Literary Experience
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September 27, 2011
Key Takeaways Educators and students collaborated in constructing an immersive literary experience at the University of Richmond and then reenacted the narrative as a team. Co…
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ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
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January 1, 2006
Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of…
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Game-Based Learning: Developing an Institutional Strategy
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August 9, 2012
Games have become a central component of our culture generally, and they have begun to assume a role in higher education, though typically only on a small scale. Several key trends will drive the…
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Games, Simulation, and the Military Education Dilemma
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January 1, 2002
Macedonia reports that the U.S. military culture has accepted computer gaming as a powerful tool for remaking the armed forcesin preparation for the new realities of the 21st century. Themilitary r…


















