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Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Warren, Scott J.; Jones, Greg – Journal of Educational Technology, 2008
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
Descriptors: Games, Design, Educational Technology, Computer Games
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
McLellan, Hilary – 1993
Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…
Descriptors: Computer Games, Computer Simulation, Design, Educational Media
Peer reviewedJordan, Geoff – Simulation & Gaming, 1992
Examines how computer-based simulations can best be exploited for computer-assisted language learning. Three learning environments are discussed: (1) the classroom, (2) a computer lab, and (3) self-access. Various types of computer-based simulations are described, including sports, adventure games, management of resources, and branching stories.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software
Peer reviewedKhan, Masood Mehmood – Electronic Library, 2002
Describes the implementation of an intelligent tutoring system that employs a game environment and object-oriented user interface for teaching and learning, based on a computer game developed for industrial training. Discusses adventure games, game environments in education, simulation support, and user interface design. (Author/LRW)
Descriptors: Computer Games, Computer Interfaces, Computer Simulation, Educational Games
McLellan, Hilary – 1995
Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…
Descriptors: Artificial Intelligence, Computer Games, Computer Graphics, Computer Simulation
Okamoto, Toshio; And Others – Educational Technology Research, 1994
Describes the architecture of a distributed, networked, multimedia learning environment for macroeconomics, which employs gaming and simulation methods. Details include a conceptualization of the system and discussion of its function and structure. (JKP)
Descriptors: Computer Games, Computer Networks, Computer Simulation, Computer System Design
Calef, Chris; Vilbrandt, Turlif; Vilbrandt, Carl; Goodwin, Janet; Goodwin, James – 2002
As museums and educators struggle with the challenges of presenting their material in a digital format, many overlook the application that has spearheaded the development of virtual reality for the average consumer: 3D realtime game engines. These 3D game engines offer greater versatility, usability, maturity, simulation, and codebase than most…
Descriptors: Computer Games, Computer Simulation, Foreign Countries, Higher Education
Trotter, Andrew – Executive Educator, 1991
Describes various electronic technologies available for classroom use, including videocassette news reports, educational computer games based on knowledge of geographical and historical trivia, and other software programs developed expressly for schools. Nintendo Company is being watched for optical disk developments, and "virtual…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego – ETS Research Report Series, 2008
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
Descriptors: Educational Games, Formative Evaluation, Instructional Design, Evidence Based Practice
Peer reviewedFeldt, Allan G. – Simulation & Gaming, 1995
Recounts personal experiences in the design of simulations/gaming for city development and planning. Notes early games and describes the development of three land use and city growth games. Discusses revisions, conference demonstrations of the games, and collaborative efforts. (AEF)
Descriptors: Computer Games, Computer Simulation, Computer Software Development, Land Use
Peer reviewedUtsumi, Takeshi; Mogalhaes, Maria Rosa Abreu – Educational Media International, 1993
Describes accomplishments of the Global Systems Analysis and Simulation (GLOSAS) project from 1973 to the present, including a system for global peace gaming. The capabilities of interactive multimedia to link people across political and geographic boundaries for joint study, debate, research, planetary problem solving, and political action are…
Descriptors: Computer Games, Computer Networks, Computer Simulation, Foreign Countries
Peer reviewedMergen, A. Erhan; Pray, Thomas F. – Simulation & Gaming, 1992
Reviews the development and the principal elements of total quality management (TQM) and demonstrates methods for introducing some of the key elements into a strategy-oriented business simulation game that can be used to teach future managers. Topics discussed include increased focus on the customer; continuous improvement; and competitive…
Descriptors: Administrator Education, Algorithms, Computer Games, Computer Simulation
Kirk, James J. – 2001
Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…
Descriptors: Childrens Games, Computer Games, Computer Simulation, Educational Games

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