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White, David; Le Cornu, Alison – Educational Research, 2010
Background: Many of the potential benefits of using virtual worlds for teaching and learning are difficult to define and often become overly focused on the functionality of the technology or on its ability to support informal or "social" forms of learning. Purpose: The aim of the paper is to highlight the experiential nature of virtual…
Descriptors: Experiential Learning, Learning Theories, Lifelong Learning, Pilot Projects
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Savin-Baden, Maggi – London Review of Education, 2010
This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…
Descriptors: Play, Teacher Attitudes, Self Concept, Values
Little, Glenn A.; And Others – 1985
This report documents a computer-based gaming system for assessing recognition performance (RECOG). The game management system is programmed in a modular manner to: instruct the student on how to play the game, retrieve and display individual images, keep track of how well individuals play and provide them feedback, and link these components by…
Descriptors: Adults, Computer Graphics, Computer Simulation, Computer Software
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Baba, Norio; And Others – Simulation and Games, 1984
Describes an educational microcomputer gaming system for dealing with the acid rain problem in Western Europe and discusses its objectives, rules, problems, and future perspectives. Usefulness of gaming as an operational aid in formulating appropriate energy policies worldwide is emphasized. (MBR)
Descriptors: Computer Simulation, Educational Games, Futures (of Society), 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
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Woltjer, Geert B. – Journal of Economic Education, 2005
For many students macroeconomics is very abstract; it is difficult for them to imagine that the theories are fundamentally about the coordination of human decisions. The author developed a simulation game called Steer the Economy that creates the possibility for students to make the decisions of the firms that are implicit in macroeconomic models.…
Descriptors: Macroeconomics, Educational Games, Economics Education, Computer Simulation
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Papastergiou, Marina – Journal of Educational Technology Systems, 2009
This study is aimed at presenting a critical overview of recent research studies on the use of educational online games as collaborative learning environments in Tertiary Education (TE), namely higher education and vocational training, with a view to identifying: a) the elements that online games should include in order to support fruitful and…
Descriptors: Constructivism (Learning), Higher Education, Learning Modalities, Faculty Workload
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Jarmon, Leslie; Traphagan, Tomoko; Mayrath, Michael – Educational Media International, 2008
This paper presents an empirical study of how Second Life (SL) was utilized for a highly successful project-based graduate interdisciplinary communication course. Researchers found that an integrated threefold approach emphasizing project-based pedagogy, technical training and support, and assessment/research was effective in cultivating and…
Descriptors: Student Projects, Experiential Learning, Active Learning, Program Effectiveness
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Feldt, 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
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Utsumi, 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
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Hennessy, Sara; O'Shea, Tim – British Journal of Educational Technology, 1993
Discusses the possible lack of credibility in educational interactive computer simulations. Topics addressed include "Shopping on Mars," a collaborative adventure game for arithmetic calculation that uses direct manipulation in the microworld; the Alternative Reality Kit, a graphical animated environment for creating interactive…
Descriptors: Arithmetic, Computer Assisted Instruction, Computer Graphics, Computer Simulation
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Garcia-Carbonell, Amparo; Rising, Beverly; Montero, Begona; Watts, Frances – Simulation & Gaming, 2001
Discussion of communicative competence in second language acquisition focuses on a theoretical and practical meshing of simulation and gaming methodology with theories of foreign language acquisition, including task-based learning, interaction, and comprehensible input. Describes experiments conducted with computer-assisted simulations in…
Descriptors: Communicative Competence (Languages), Computer Simulation, Educational Theories, Foreign Countries
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Lengwiler, Yvan – Journal of Economic Education, 2004
The author presents a computer game that puts the player in the role of a central bank governor. The game is a stochastic simulation of a standard reduced form macro model, and the user interacts with this simulation by manipulating the interest rate. The problem the player faces is in many ways quite realistic--just as a real monetary authority,…
Descriptors: Continuing Education, Economics Education, Computer Simulation, Educational Games
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Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games
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Moss, Mark – College Quarterly, 2004
Computer technology has impacted both the study and idea of history in a number of ways. The Internet has provided numerous web-sites for students to read, see and look into for historical information. Historians, both professional and public have also begun to utilize the computer in a variety of ways, both in academic terms as well as leisure…
Descriptors: History Instruction, Computer Uses in Education, Internet, Web Sites
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