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Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
Dempsey, John V.; And Others – 1994
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Descriptors: Annotated Bibliographies, Attitude Change, Computer Assisted Instruction, Computer Games
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Wall, John; Ahmed, Vian – Computers & Education, 2008
Continuing professional development (CPD) and life-long learning are vital to both individual and organisational success. For higher education, the intensive resource requirements requisite in the development of e-learning content and the challenges in accommodating different learning styles, developing an e-learning program can be a resource…
Descriptors: Educational Games, Construction Industry, Lifelong Learning, Foreign Countries
Hogle, Jan G. – 1996
Use of educational games to supplement traditional classroom lectures is purported by some researchers to increase interest, motivation, and retention, as well as to improve higher order thinking and reasoning skills. This paper reviews proposed benefits of using games as cognitive tools, and discusses the complexities of assessing those benefits.…
Descriptors: Active Learning, Computer Games, Computer Simulation, Critical Thinking
Tonks, David; Long, George – Simulation/Games for Learning, 1989
Considers the value and success of computer based marketing simulations from the standpoint of both instructors and participants. Distinctions are drawn between simulations and games; applications in higher education in the United Kingdom are described; future possibilities are suggested; and hidden costs in adopting new innovations are examined.…
Descriptors: Adoption (Ideas), Business Administration Education, Computer Games, Computer Simulation
Chang, Jimmy; Lee, Mary; Ng, Kwan-ling; Moon, Ka-Leung – Simulation & Gaming, 2003
This article describes the results of a survey of 93 final-year degree students concerning their views toward using Thavikulwat's DEAL: A Business Gaming Simulation. The focus is on students' perception of the usefulness of using computer simulation as a learning tool in a strategic management course. Certain comparison was made with other similar…
Descriptors: Strategic Planning, Student Attitudes, Games, Computer Simulation
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
Van Zwieten, John – Training and Development Journal, 1984
Reviews types and evaluates effectiveness of microcomputer-based training for managers: electronic workbooks, simulations/games, expert systems, and management support systems. (SK)
Descriptors: Computer Simulation, Computer Software, Management Development, Management Games
Brownfield, Sharon; Vik, Gretchen – Training and Development Journal, 1983
The Army hired the Center for Instructional Development and Evaluation at the University of Maryland to design a system of individualized self-paced literacy lessons for military trainees. The Space Time Army Reconnaissance System is structured according to Gagne's model of instructional events and capitalizes on its audience's interest in video…
Descriptors: Adult Learning, Basic Skills, Computer Simulation, Educational Games
Peer reviewedFeeley, Thomas H.; Tutzauer, Frank; Young, Melissa J.; Rosenfeld, Heather L. – Simulation & Gaming, 1997
The Prisoner's Dilemma (PD) game demonstrates how cooperative or competitive choices influence decision making between two people or groups. A study of 48 college students tested an infinite-choice, continuous-time version of the PD. Results indicated that oscillatory cooperation was the predominant over-time behavior, that players matched…
Descriptors: Behavior, Competition, Computer Simulation, Cooperation
Peer reviewedFeinstein, Andrew Hale; Mann, Stuart; Corsun, David L. – Journal of Management Development, 2002
Provides a classification scheme for computer simulation, role playing, and educational games. Discusses outcomes of each when applied in business and management education and training. (Contains 52 references.) (SK)
Descriptors: Computer Simulation, Definitions, Educational Games, Experiential Learning
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 reviewedMuckerheide, Paul; Mogill, A. Timothy; Mogill, Helen – Mathematics and Computer Education, 1999
Decribes a variation on Bingo that provides a non-routine probability investigation through which students develop concepts of chance. (Author/CCM)
Descriptors: Computer Simulation, Educational Games, Elementary Secondary Education, Mathematics Activities
Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes

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