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Keengwe, Jared, Ed. – IGI Global, 2022
Even though digital technologies are ubiquitous in education, assessment methods continue to employ traditional assessments even though they are inadequate to provide information about a student's reasoning and conceptual understanding. Digital-based assessment models allow students to demonstrate higher-order skills while integrating digital…
Descriptors: Educational Technology, Technology Uses in Education, Student Evaluation, Educational Assessment
Gil, Einat, Ed.; Mor, Yishay, Ed.; Dimitriadis, Yannis, Ed.; Köppe, Christian, Ed. – Understanding Teaching-Learning Practice, 2022
As we have come to accept the duality of physical and virtual learning spaces as a permanent feature of our educational landscape, we begin to question its validity. Is this really a dichotomy, or is it a continuum? Should this be the primary dimension around which we cluster educational experiences -- how does it intersect and interact with other…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Higher Education
Peer reviewedDuke, Richard D. – Simulation and Games, 1980
Presents nine steps for game design, and discusses why particular formats were used in the design of five games: CONRAIL Railroad Deregulation, Montauk Exercise, Geothermal Energy, Simulated Nutrition System, and Human Settlement. (CMV)
Descriptors: Design, Educational Games, Game Theory, Guidelines
Peer reviewedGreenblat, Cathy Stein – Simulation and Games, 1980
Recommends that group dynamics factors in simulation and gaming be given more consideration, and suggests some possible applications of knowledge in group dynamics when designing and using games. (CMV)
Descriptors: Attitude Change, Design, Educational Games, Group Dynamics
Peer reviewedLevary, Reuven R. – European Journal of Engineering Education, 1986
Discusses the use of simulations to study complex real-life systems in engineering. Describes some of the limitations of using simulations. Identifies some situations in which computer simulations are practical and useful tools for the design, analysis, and evaluation of systems. (TW)
Descriptors: College Science, Computer Assisted Instruction, Computer Simulation, Computer Uses in Education
Peer reviewedReinecker, Lynn – Computers and Education, 1985
Describes technique involved in designing a clinical simulation problem for the allied health field of respiratory therapy; discusses the structure, content, and scoring categories of the simulation; and provides a sample program which illustrates a programming technique in BASIC, including a program listing and a sample flowchart. (MBR)
Descriptors: Allied Health Occupations Education, Certification, Clinical Experience, Computer Simulation
Peer reviewedCarter, Lynne C.; Lee, Rhona Tye – Science Teacher, 1979
Presents a general step-by-step description of how classroom games for science can be developed. Examples from the slim chance game from the Health Activities Project of the University of California at Berkeley are included. (HM)
Descriptors: Class Activities, Design, Educational Games, Educational Media
Sanoff, Henry – Journal of Architectural Education, 1979
Gaming, an approach to problem solving that engages a real life situation, is a technique particularly appealing for design students because it permits learning about the process of change in a dynamic environment requiring periodic decisions. Two games about consensus decisions are discussed: KEEPS and Senior Center Game. (MLW)
Descriptors: Architectural Education, Community Involvement, Cooperative Planning, Decision Making
Erisman, Albert M.; Neves, Kenneth W. – Scientific American, 1987
Discusses ways that supercomputers are being used in the manufacturing industry, including the design and production of airplanes and automobiles. Describes problems that need to be solved in the next few years for supercomputers to assume a major role in industry. (TW)
Descriptors: Aerospace Industry, Aviation Technology, Computer Graphics, Computer Oriented Programs
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning
Peer reviewedMoore, John W., Ed. – Journal of Chemical Education, 1986
Briefly describes eight applications of computers to the teaching of chemistry. Includes discussions of computer software designed for organic synthesis experiments, spectrum band analyses, and the memorization of chemical terminology. Discusses new ways to store and retrieve information, interface plotters and computers, and use pocket computers.…
Descriptors: Chemistry, College Science, Computer Assisted Instruction, Computer Simulation
Peer reviewedMcCafferty, Ray – European Journal of Engineering Education, 1986
Discusses the impact of Computer Aided Engineering (CAE) on traditional engineering teaching philosophy and methodology. Describes a new instructional approach based on CAE. Includes selected examples of problem situations which can be simulated through the use of CAE. (TW)
Descriptors: College Science, Computer Assisted Instruction, Computer Graphics, Computer Uses in Education
Peer reviewedGobin, R. – European Journal of Engineering Education, 1986
Discusses the use of Computer Aided Design (CAD) and Computer Aided Manufacturing (CAM) systems in an undergraduate engineering education program. Provides a rationale for CAD/CAM use in the already existing engineering program. Describes the methods used in choosing the systems, some initial results, and warnings for first-time users. (TW)
Descriptors: College Science, Computer Assisted Instruction, Computer Uses in Education, Courseware

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