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Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
Von Der Linn, Robert Christopher – 1990
A needs assessment of the Grumman E-Beam Systems Group identified the requirement for additional skill mastery for the engineers who assemble, integrate, and maintain devices used to manufacture integrated circuits. Further analysis of the tasks involved led to the decision to develop interactive videodisc, computer-based job aids to enable…
Descriptors: Behaviorism, Cognitive Psychology, Computer Simulation, Engineering Technicians
Litchfield, Brenda C. – Performance and Instruction, 1990
Discusses the integration of videodisc technology into classrooms and presents criteria for evaluating the interactivity of videodiscs. Three levels of interactive videodiscs (IVD) are described, and a criteria checklist is included that evaluates skill development, simulation, feedback, the interaction of the student manual with the electronic…
Descriptors: Check Lists, Computer Assisted Instruction, Computer Simulation, Evaluation Criteria
Hansen, Edmund J. – Educational Technology, 1989
Discussion of the use of interactive video (IV) as an instructional medium focuses on its uses in the teaching of professional interpersonal skills. Topics discussed include the use of IV for tutorials and simulations; learning theories; a model of skill acquisition; hypothesis testing; and nine principles for interactive video designs. (33…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer System Design, Decision Making
Pepin, Michel; Dorval, Michel – 1986
This paper presents the results of two studies which were performed to assess the effects of the practice of an interactive video game on spatial visualization test scores. The first study used 70 Laval University undergraduate students as subjects, while subjects for the second study were 101 seventh grade students from the area of Quebec City.…
Descriptors: Adolescents, Analysis of Covariance, Computer Simulation, Foreign Countries