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| Educational Technology | 3 |
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| Driskell, James E. | 1 |
| Dwyer, Daniel J. | 1 |
| Noah, David | 1 |
| Rieber, Lloyd P. | 1 |
| Smith, Lola | 1 |
| Sweeters, William | 1 |
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| Information Analyses | 3 |
| Journal Articles | 3 |
| Opinion Papers | 1 |
| Reports - Descriptive | 1 |
| Reports - Evaluative | 1 |
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Rieber, Lloyd P.; Smith, Lola; Noah, David – Educational Technology, 1998
Discussion of the affective domain, learning, and motivation focuses on serious play as a suitable goal for situations requiring learners, both children and adults, to engage in creative higher-order thinking coupled with intense personal commitment and involvement. Suggests that interactive computer games offer opportunities to support serious…
Descriptors: Adult Learning, Computer Games, Learning Processes, Play
Driskell, James E.; Dwyer, Daniel J. – Educational Technology, 1984
Examines advantages of using videogame format for training, including practicality, relatively inexpensive hardware, ability to use multi-purpose software modules, motivational advantages of increased student interest and instructional effectiveness, and instructional features such as the adaptive interactive nature of videogames. An example of a…
Descriptors: Computer Assisted Instruction, Definitions, Educational Games, Epistemology
Sweeters, William – Educational Technology, 1994
Popular electronic tools for learning--tutorials, educational databases, learning nodes, simulations and educational games--are described, and their functions as part of the learning system are examined using Gagne's Events of Instruction model. Figures representing tutorial models are included. (Contains seven references.) (SLW)
Descriptors: Authoring Aids (Programming), Computer Assisted Instruction, Computer Simulation, Courseware


