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Peer reviewedPassig, David; Eden, Sigal – American Annals of the Deaf, 2000
A study investigated whether rotating three-dimensional objects using virtual reality would affect flexible thinking in 14 children (ages 8-11) with hearing impairments. Children played virtual 3-D Tetris individually, 15 minutes once weekly over 3 months. Before-and-after testing showed significantly improved flexible thinking in the experimental…
Descriptors: Adolescents, Children, Childrens Games, Computer Simulation
Peer reviewedMiller, Leslie; And Others – Interpersonal Computing and Technology, 1996
A lack of gender-sensitive computer games exacerbates female disinterest in technology. Girls-only focus groups revealed phenomena that may help software developers awaken girls' enthusiasm for computing. For instance, girls placed a premium on richly textured video and audio, on collaborating rather than competing, on interacting with male…
Descriptors: Computer Attitudes, Computer Games, Computer Simulation, Computer Software Development
Peer reviewedRieber, Lloyd P. – Educational Technology Research and Development, 1996
Provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropology suggests that play is a powerful mediator for lifelong learning, and the design of hybrid learning environments is suggested based on the constructivist concept of microworlds and supported with games and…
Descriptors: Computer Assisted Instruction, Computer Simulation, Constructivism (Learning), Educational Environment
Scott, Ian; Bell, Sue – 1985
Addressing the question of how computers can assist language development, this discussion paper presents a broad overview of the potential for computer use across the elementary school language arts curriculum. It begins by listing several questions that must be considered when assessing the usefulness of computers within the language curriculum,…
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Simulation, Courseware
Carsrud, A. L.; And Others – 1984
There is no clearly established link between business success and the personality characteristics of the individual. To investigate the effect of the personalities of potential entrepreneurs/business owners on success, college senior business administration majors (N=152) participted in a business simulation game. Subjects first completed the Work…
Descriptors: Achievement Need, Business Education, College Seniors, Computer Simulation
Peer reviewedBiggs, William D. – Simulation and Games, 1987
Defines computerized functional business games as those focusing on decision making and integration in the areas of accounting/finance, marketing, personnel/human resources, and production/operations. Nine currently available games are reviewed and evaluated in the context of a learning model. (Author/LRW)
Descriptors: Accounting, Business, Computer Simulation, Decision Making
Peer reviewedKlabbers, Jan H. G. – Simulation and Games, 1985
Links forecasting and planning with policymaking in social and societal systems and presents a planning and forecasting methods taxonomy which combines with policymaking and interactive simulation as an inquiry method for planning. A case study of university manpower development illustrating interactive simulation/gaming and its potentials for…
Descriptors: Case Studies, Classification, Computer Simulation, Decision Making
Pijls, Monique; Dekker, Rijkje; van Hout-Wolters, Bernadette – International Journal of Computers for Mathematical Learning, 2003
Investigations with the computer can have different functions in the mathematical learning process, such as to let students explore a subject domain, to guide the process of reinvention, or to give them the opportunity to apply what they have learned. Which function has most effect on mathematical level raising? We investigated that question in…
Descriptors: Probability, Investigations, Mathematical Concepts, Secondary School Students
Schilling, Martin S.; Mulford, Matthew A.; Geiger, Ingmar R. – Simulation & Gaming, 2006
In this article, the authors introduce a new feature to model the collective bargaining process: a two-level game setting with direct learner-expert interaction. In the simulation ZUG UM ZUG 2015, participants form union and management negotiation teams to negotiate with each other (first level) and with a management or union "tariff…
Descriptors: Foreign Countries, Collective Bargaining, Unions, Contracts
Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
Beavis, Catherine; Charles, Claire – Discourse: Studies in the Cultural Politics of Education, 2005
This paper challenges notions of gendered game playing practice implicit in much research into young women's involvement with the computer gaming culture. It draws on a study of Australian teenagers playing "The Sims Deluxe" as part of an English curriculum unit and insights from feminist media studies to explore relationships between…
Descriptors: Curriculum Development, English Curriculum, Play, Games
Dunning, Jeremy; Bhattacharya, Sunand; Daniels, David; Dunning, Katherine – Forum on Public Policy Online, 2007
Science and technology, when applied to educational excellence, have become part of the arts and humanities of tomorrow. The interactive multimedia technology tools available to educators today provide an opportunity to build into the distance or traditional course through learning objects, highly interactive experiential exercises that allow the…
Descriptors: Technology Uses in Education, Educational Technology, Higher Education, Partnerships in Education
Song, Yanjie – TechTrends: Linking Research and Practice to Improve Learning, 2007
Handheld devices are being used increasingly in schools and higher education. Many researchers assume that the use of these devices will exert considerable impact on educational practices. However, to date, it appears that such use has not been sustainable and transferable. The impact of educational uses of handheld devices does not yet seem…
Descriptors: Computer Uses in Education, Educational Practices, Educational Technology, Technology Integration
Barnes, Tiffany, Ed.; Chi, Min, Ed.; Feng, Mingyu, Ed. – International Educational Data Mining Society, 2016
The 9th International Conference on Educational Data Mining (EDM 2016) is held under the auspices of the International Educational Data Mining Society at the Sheraton Raleigh Hotel, in downtown Raleigh, North Carolina, in the USA. The conference, held June 29-July 2, 2016, follows the eight previous editions (Madrid 2015, London 2014, Memphis…
Descriptors: Data Analysis, Evidence Based Practice, Inquiry, Science Instruction
Scott, Andrew M. – Academic Computing, 1988
Describes the development of a microcomputer simulation program that uses a fictional country to teach students about societal processes in developing nations. The discussion covers design objectives, the design process, and further possibilities for this type of simulation. (CLB)
Descriptors: Computer Assisted Instruction, Computer Simulation, Developing Nations, Educational Games

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