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Peppler, Kylie; Danish, Joshua A.; Phelps, David – Simulation & Gaming, 2013
Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…
Descriptors: Games, Teaching Methods, Design, Competition
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Eisenack, Klaus – Simulation & Gaming, 2013
This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can…
Descriptors: Foreign Countries, Climate, Educational Games, Science Education
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Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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Harteveld, Casper; Guimaraes, Rui; Mayer, Igor S.; Bidarra, Rafael – Simulation & Gaming, 2010
Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a…
Descriptors: Design, Philosophy, Educational Games, Play
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Hofstede, Gert Jan; de Caluwe, Leon; Peters, Vincent – Simulation & Gaming, 2010
In this article, the authors reflect on the question why simulation games are such an effective tool for learning. The article is based on the authors' experience and that of many other practitioners in the field. The article posits that it is the confluence of systemic knowledge, practice, emotional involvement, and social embeddedness that…
Descriptors: Educational Games, Simulation, Risk, Cultural Differences
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Wenzler, Ivo – Simulation & Gaming, 2009
Simulation designers are continuously facing the challenge of determining how much of the expected value the simulation has delivered to the client. Addressing this challenge is not easy, and it requires simulation designers to stretch their comfort zones. This article presents a ten-step approach for meeting simulation objectives and translating…
Descriptors: Computer Simulation, Performance, Foreign Countries, Guidelines
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Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2010
The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…
Descriptors: Conflict, Identification, Competition, Attitude Change
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Goosen, Kenneth R.; Kusel, Jimie – Simulation & Gaming, 1993
Presents an interpolation methodology that duplicates and improves the results of mathematical functional relationships useful for designing business enterprise simulations and argues that interpolation is effective over the entire range of production and sales activity. (six references) (EA)
Descriptors: Algorithms, Business, Design, Economic Factors
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Kriz, Willy C. – Simulation & Gaming, 2003
Creating effective learning environments plays an important role in supporting organizational learning, changing individual and social interpretation patterns of reality, developing knowledge and competencies, and changing the sociotechnical systems of organizations. This article describes gaming simulation and the design of simulation games as a…
Descriptors: Simulation, Games, Design, Educational Environment
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Blasi, Laura; Alfonso, Berta – Simulation & Gaming, 2006
Building and evaluating artifacts specifically for K-12 education, technologists committed to design sciences are needed along with an approach to evaluation increasing the systemic transfer from research and development into school settings. The authors describe THE VIRTUAL LAB scanning electronic microscope simulation, including (a) its…
Descriptors: Research and Development, Formative Evaluation, Science Laboratories, Qualitative Research