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Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien – Turkish Online Journal of Educational Technology - TOJET, 2012
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
Descriptors: Computer Uses in Education, Electronic Learning, Educational Games, Computer Simulation
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Goodwin, G. C.; Medioli, A. M.; Sher, W.; Vlacic, L. B.; Welsh, J. S. – IEEE Transactions on Education, 2011
This paper argues the case for emulation-based virtual laboratories in control engineering education. It demonstrates that such emulation experiments can give students an industrially relevant educational experience at relatively low cost. The paper also describes a particular emulation-based system that has been developed with the aim of giving…
Descriptors: Engineering Education, Simulation, Experiential Learning, Teaching Methods
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Wang, Tsung Juang – Teaching in Higher Education, 2011
Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…
Descriptors: Constructivism (Learning), Learning Problems, Computer Simulation, Scoring Formulas
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Pettegrew, Loyd S. – Simulation and Games, 1979
Explores many facets of paradoxical communication in interpersonal encounters; and presents a structured interpersonal exercise which provides students with experiential learning in how to identify and deal effectively with many subtle manifestations of paradoxical communication. (Author/CMV)
Descriptors: Communication (Thought Transfer), Educational Games, Experiential Learning, Interpersonal Relationship
Carr, Clay – Training and Development, 1992
Virtual reality, a three-dimensional simulation technology, may best be used (1) when training mistakes would be costly; (2) when the environment cannot be experienced in the real world; (3) to improve human-machine interfaces; (4) to make training situations real; and (5) to make the perceptible imperceptible. (SK)
Descriptors: Computer Simulation, Educational Technology, Experiential Learning, Job Training
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Saunders, Peter M. – Business Communication Quarterly, 1997
Argues that a basic understanding of the experiential learning process (D. Kolb's Process-of-Learning Model) and the nature of cases and simulations as experiential activities will help instructors of business communication develop, evaluate, and use these tools more effectively. Discusses these activities within the context of business education.…
Descriptors: Business Communication, Case Method (Teaching Technique), Experiential Learning, Games
Kolb, David A.; Lewis, Linda H. – New Directions for Continuing Education, 1986
Synthesizes several themes that are common to the other chapters in this sourcebook and suggests additional considerations for using experiential and simulation techniques. The author reminds readers that, while educators and practitioners need practical tools to do their work, the importance of theoretical models, which assist in translating…
Descriptors: Educational Philosophy, Educational Theories, Experiential Learning, Games
Zelmer, Amy E.; Zelmer, A. C. Lynn – Simulation/Games for Learning, 1979
Presents critical issues including mechanics, literacy and terminology, usual learning style, participant background, verbal and nonverbal language use, and initial activities which experiential learning facilitators should consider when working in developing countries. (CMV)
Descriptors: Developing Nations, Educational Games, Experiential Learning, Group Dynamics
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Thatcher, Donald C. – Simulation & Gaming, 1990
Considers the nature of learning and examines the role of simulations and games in promoting learning. Topics discussed include relating general systems theory to the process of learning; Kolb's model of experiential learning; the debriefing process in games and simulations; and the role of the teacher. (13 references) (LRW)
Descriptors: Educational Games, Experiential Learning, Learning Strategies, Learning Theories
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Westwood, Marvin – Simulation & Gaming, 1994
Reviews the rationale for the use of simulation and game exercises as part of counselor education programs. Counselor competencies in the areas of knowledge, skills, and self-awareness are discussed; and the use of experience-based learning activities is explained, including the debriefing stage. (Contains three references.) (LRW)
Descriptors: Competence, Counselor Training, Educational Games, Experiential Learning
Kappan, David – 1994
Many educators in facilitative roles have approached the subject of visual disabilities by constructing activities designed to simulate blindness, using a blindfold or similar device. Participants are subsequently encouraged to perform rudimentary tasks such as eating a meal or moving about with a sighted companion as a guide. Frequently,…
Descriptors: Attitude Change, Attitudes toward Disabilities, Blindness, Consciousness Raising
Thatcher, Donald – Simulation/Games for Learning, 1986
Considers nature of learning; significance of promoting learning rather than teaching; active nature of learning from experience; role of simulations and games in promoting learning; process of debriefing and its relationship to reflection; and teacher role. The Learning System, which relates general systems theory to process of learning, is…
Descriptors: Definitions, Educational Games, Experiential Learning, Instructional Effectiveness
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Ruben, Brent D.; Lederman, Linda Costigan – Simulation and Games, 1982
Outlines a research framework, in which emphasis is placed upon validity, reliability, and utility, for the systematic evaluation of simulation and gaming instruments and suggests how this framework can be employed in the selection and use of instructional simulations and games. Three tables accompany the text. (Author/JL)
Descriptors: Cost Effectiveness, Design Requirements, Educational Games, Evaluation Criteria
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Foxon, Marguerite – Journal of European Industrial Training, 1990
Enhancing technical training requires determination to search for creative ways to simulate the real world of work. Dry theory is turned into experiential learning and materials are linked to the performance to which it relates. This type of learning is a powerful vehicle for motivating learners to apply what has been learned. (Author/JOW)
Descriptors: Education Work Relationship, Experiential Learning, Instructional Design, Simulation
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Thiagarajan, Sivasailam – Simulation & Gaming, 1994
Discusses the design and use of simulations and games in education based on personal experiences over a period of 20 years and offers insights relating to design techniques, participant reactions, alternative approaches to learning, the impact of experiential approaches, the importance of debriefing, cross-cultural communication, and therapeutic…
Descriptors: Educational Games, Experiential Learning, Higher Education, Intercultural Communication
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