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Burns, Alvin C.; Gentry, James W. – Simulation & Gaming, 1998
Describes a tension-to-learn theory of experiential learning and incorporates a motivation construct that is needed to overcome student inertia, which may restrict participation. The theory is based largely on Loewenstein's manageable gap perspective of curiosity as well as on the role that absorptive capacity plays in providing the learner's…
Descriptors: Active Learning, Curiosity, Experiential Learning, Knowledge Level
Peer reviewed Peer reviewed
Ruben, 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