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Wiggins, Bradley E. – Simulation & Gaming, 2012
The growing need for intercultural literacy in an increasingly interconnected and computer-mediated world contrasts with the dearth of investigation in best practices when designing simulations aimed at improving intercultural communication. Synthetic cultures inspired by real-world cultural traits, problem-based learning, and a social…
Descriptors: Electronic Learning, Constructivism (Learning), Intercultural Communication, Cultural Traits
Brynen, Rex; Milante, Gary – Simulation & Gaming, 2013
Simulations and games can offer valuable insight into the management of conflict and the achievement of peace. This special symposium issue of "Simulation & Gaming" examines several such approaches, used in both educational settings and to prepare practitioners to deal with the concrete challenges of peacebuilding. In the introduction, the authors…
Descriptors: Peace, Conflict Resolution, Vignettes, Simulation
Enfield, Jacob; Myers, Rodney D.; Lara, Miguel; Frick, Theodore W. – Simulation & Gaming, 2012
Educators increasingly view the high level of engagement and experiential learning offered by games as a means to promote learning. However, as with any designed learning experience, player experiences should provide an accurate representation of content to be learned. In this study, the authors investigated the DIFFUSION SIMULATION GAME (DSG) to…
Descriptors: Innovation, Experiential Learning, Data Analysis, Learning Experience
Alinier, Guillaume – Simulation & Gaming, 2011
The development of appropriate scenarios is critical in high-fidelity simulation training. They need to be developed to address specific learning objectives, while not preventing other learning points from emerging. Buying a patient simulator, finding a volunteer to act as the patient, or even obtaining ready-made scenarios from another simulation…
Descriptors: Medical Education, Computer Simulation, Health Services, Teaching Methods
Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars – Simulation & Gaming, 2012
Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Simulation
Seig, Mary Theresa – Simulation & Gaming, 2008
This article describes the use of a simulation as a crucial part of a larger training program at a living history museum. The simulation provided an experiential, emotional base from which museum staff could re-envision their interactions with visitors and effect cultural and organizational change from within those interactions. (Contains 1 note.)
Descriptors: Simulation, Historical Interpretation, Museums, Training
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Peer reviewedPedersen, Paul – Simulation & Gaming, 2000
Suggests that insight as a participant-observer is more valuable than merely hearing about other people's experiences. Discusses experiential learning, the use of simulations and structured exercises as safe places to take risks, and learning cultural patterns of assumption. (LRW)
Descriptors: Cultural Context, Experiential Learning, Participant Observation, Simulation
Peer reviewedRuben, Brent D. – Simulation & Gaming, 1999
Presents an overview of the evolution of experiential instruction theory and practice from its popular emergence in the late 1960s through the present. Simulations, games, and other experience-based instructional methods have had a substantial impact on teaching concepts and applications during this period, and have influenced traditional…
Descriptors: Active Learning, Computer Simulation, Conventional Instruction, Educational Development
Peer reviewedRaynolds, Peter A. – Simulation & Gaming, 1997
Although transformational training involving simulations, games, experiential exercises, and educational programs can have dramatic impact on individuals, it often eludes assessment through conventional measurement methods. This article presents results from two training settings evaluated with an holistic projective differential technique…
Descriptors: Evaluation Methods, Experiential Learning, Games, Holistic Evaluation
Peer reviewedBaker, Ann C.; And Others – Simulation & Gaming, 1997
Simulations and games are designed to provide participants with an experiential context for reflection and learning in classrooms, corporate training centers, and community-based organizations. A conversational approach to debriefing sessions is one way to more deeply involve participants in exploring the meaning of their experience from multiple…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Experiential Learning
Peer reviewedTomlinson, Brian; Masuhara, Hitomi – Simulation & Gaming, 2000
Describes the advantages of simulations over real-life tasks in courses in instructional materials development. Explains how to develop a simulation, including setting objectives, considering learning and gaming principles, and evaluation; and discusses simulation as an experiential approach that is cost effective. (Contains 45 references.) (LRW)
Descriptors: Cost Effectiveness, Educational Objectives, Evaluation Methods, Experiential Learning
Peer reviewedLederman, Linda Costigan – Simulation & Gaming, 1992
Reviews the literature on debriefing and identifies the essential elements and phases of the debriefing process. A model for systematic assessment of debriefing is presented which consists of five sets of questions that focus on learning objectives, situational constraints, the debriefing strategy, implementation of the strategy, and the…
Descriptors: Educational Games, Evaluation Methods, Experiential Learning, Literature Reviews
Peer reviewedThatcher, 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
Peer reviewedLederman, Linda C.; Stewart, Lea P.; Barr, Sherry L.; Perry, Danielle – Simulation & Gaming, 2001
Describes the creation of a campus organization at Rutgers University to address the role of social interaction in college drinking based on the Socially Situated Experiential Learning Model. Explains a simulation designed to allow students to participate in the dangerous-drinking prevention campaign by actually designing, implementing, and…
Descriptors: Alcohol Abuse, Alcohol Education, College Students, Experiential Learning
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