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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
Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka – Simulation & Gaming, 2011
One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…
Descriptors: Interpersonal Relationship, Interaction, Social Environment, Educational Research
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
Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
Peer reviewedJones, Ken – Simulation & Gaming, 1998
Facilitators can be and often are unaware of damage that may be caused by participation in interactive learning events (simulations, role-plays, games, etc.). This is sometimes due to a confusion about what sort of event is taking place. Two hypothetical situations and one real incident are provided and analyzed. Lessons are drawn and…
Descriptors: Case Studies, Educational Environment, Emotional Problems, Games
Peer reviewedGarcia-Carbonell, Amparo; Rising, Beverly; Montero, Begona; Watts, Frances – Simulation & Gaming, 2001
Discussion of communicative competence in second language acquisition focuses on a theoretical and practical meshing of simulation and gaming methodology with theories of foreign language acquisition, including task-based learning, interaction, and comprehensible input. Describes experiments conducted with computer-assisted simulations in…
Descriptors: Communicative Competence (Languages), Computer Simulation, Educational Theories, Foreign Countries
Peer reviewedvan Ments, Morry; Brooks, Greg; Shirts, Garry; Jones, Ken – Simulation & Gaming, 1998
Includes testimonials to, and previously published articles by, Ken Jones on categories in simulation; simulations in secondary schools, reading instruction, and English-as-a-Second-Language; simulations as assessment tools; aspects of design; differences in race, gender, and perceived ability and performance; influence of national culture;…
Descriptors: Ability, Classification, Communication Skills, Cultural Differences

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