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Showing 1 to 15 of 19 results Save | Export
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Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
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Houtkamp, Joske M.; Toet, Alexander; Bos, Frank A. – Simulation & Gaming, 2012
The authors added task-relevant sounds to a computer-mediated instructor in-the-loop virtual training for firefighter commanders in an attempt to raise the engagement and arousal of the users. Computer-mediated training for crew commanders should provide a sensory experience that is sufficiently intense to make the training viable and effective.…
Descriptors: Trainees, Computer Uses in Education, Sensory Experience, Verbal Communication
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Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
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Mayer, Brad W.; Dale, Kathleen M.; Fraccastoro, Katherine A.; Moss, Gisele – Simulation & Gaming, 2011
This study investigates whether the processes associated with the use of business simulations can be structured to improve transfer of learning from the classroom environment to the workplace.The answer to this question is explored by investigating teaching methods used to introduce the simulation, the amount of time students spend on decisions,…
Descriptors: Student Attitudes, Transfer of Training, Classroom Environment, Teaching Methods
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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
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Ansoms, An; Geenen, Sara – Simulation & Gaming, 2012
DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…
Descriptors: Foreign Countries, Educational Games, Simulation, College Instruction
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Hill, Jonnie Lynn – Simulation & Gaming, 2007
This article explores the simulation of four television quiz shows for students in China studying English as a foreign language (EFL). It discusses the adaptation and implementation of television quiz shows and how the students reacted to them.
Descriptors: Foreign Countries, Television, Simulation, English (Second Language)
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Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano – Simulation & Gaming, 2010
Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…
Descriptors: Obesity, Health Behavior, Behavior Modification, Behavior Change
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Hayden, Christopher – Simulation & Gaming, 2007
In this article the author introduces the roles he created for two phases of a simulation on language planning in Malaysia. The first phase is a radio call-in show. This is followed by a debate before a panel of arbiters concerning a recent dispute related to English language teaching in Malaysian schools. The final phase involves debriefing (for…
Descriptors: Language Planning, Foreign Countries, English (Second Language), Role Playing
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Hill, Jonnie L. – Simulation & Gaming, 2002
This simulation explores instruction that combines role-play with the word play of "The Three Pigs". Describes efforts to increase fluency and communicative competence in English among graduate English as Second Language students of various disciplines and nationalities and discusses debriefing, students' attitudes, and acceptance of…
Descriptors: Communicative Competence (Languages), English (Second Language), Foreign Students, Graduate Students
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Thiagarajan, Sivasailam – Simulation & Gaming, 1994
Discusses the design and use of simulations and games in education based on personal experiences over a period of 20 years and offers insights relating to design techniques, participant reactions, alternative approaches to learning, the impact of experiential approaches, the importance of debriefing, cross-cultural communication, and therapeutic…
Descriptors: Educational Games, Experiential Learning, Higher Education, Intercultural Communication
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Jung, Carrie S. Y.; Levitin, Helen – Simulation & Gaming, 2002
Describes a simulation that was used in an English as a second language class designed for Southeast Asian government officials enrolled in an English for International Communication program in conjunction with Canadian cultural immersion. Discusses results of a questionnaire that investigated students' responses to and perceptions of the…
Descriptors: English (Second Language), Foreign Countries, Global Approach, Government Employees
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Steuer, Eckhard – Simulation & Gaming, 1992
Describes Assessment Center (AC) programs that are used in Germany to prepare university business graduates making job applications to large companies. The simulation of real-life application procedures is explained, problems associated with the validity of the AC are addressed, and the roles and attitudes of students and experts are discussed.…
Descriptors: Administrator Education, Assessment Centers (Personnel), Foreign Countries, Higher Education
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Cherrington, Ruth; van Ments, Morry – Simulation & Gaming, 1996
Discusses a study of teaching methods used by university adult and continuing education tutors and how these methods were perceived and experienced by a sample of students. Findings indicate that role-playing, games, and simulation were infrequently used; students had negative opinions of more experiential methods; and students preferred…
Descriptors: Adult Education, Conventional Instruction, Experiential Learning, Experimental Teaching
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Robinson, Peter B. – Simulation & Gaming, 1996
The MINEFIELD exercise is an experiential learning activity in entrepreneurship education which simulates a group escape from a prisoner of war camp. This article describes the scenario, probable outcomes, and game variations. Debriefing questions highlight concepts like vision and mission, strategies versus tactics, management versus leadership,…
Descriptors: Business Administration, Business Education, Concept Teaching, Entrepreneurship
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