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Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Durlach, Paula J., Ed; Lesgold, Alan M., Ed. – Cambridge University Press, 2012
This edited volume provides an overview of the latest advancements in adaptive training technology. Intelligent tutoring has been deployed for well-defined and relatively static educational domains such as algebra and geometry. However, this adaptive approach to computer-based training has yet to come into wider usage for domains that are less…
Descriptors: Expertise, Educational Strategies, Semantics, Intelligent Tutoring Systems
Peer reviewedJayakanthan, R. – Electronic Library, 2002
Discusses computer games being used for education and training. Describes educational computer games; simulation games in military training; adventure games in business and corporate environments; interface design; pedagogical knowledge; domain expertise; and future possibilities. (LRW)
Descriptors: Computer Games, Computer Interfaces, Computer Simulation, Educational Games
Peer reviewedHorn, Robert E. – Simulation & Gaming, 1995
"The Guide to Simulations/Games for Education and Training" was the authoritative reference book for the field from 1970 to 1985. Describes technological developments and changes in the field and the four editions that were created as a result of those changes. (AEF)
Descriptors: Change, Computer Games, Computer Simulation, Educational Technology
Peer reviewedOrwig, Gary; And Others – Educational Media International, 1993
Describes projects at the University of Central Florida to test new training technologies under controlled but realistic settings. Original plans for an "Experimental Prototyping Classroom" are discussed; and current developments in language training research, gaming technology, and virtual environments are described. (EAM)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Courseware
Peer reviewedDuke, Richard D. – Simulation & Gaming, 1995
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Descriptors: Computer Games, Computer Simulation, Computer System Design, Design Requirements

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