Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Computer Simulation | 3 |
| Educational Games | 3 |
| Job Training | 3 |
| Case Studies | 2 |
| Educational Technology | 2 |
| Instructional Design | 2 |
| Aesthetics | 1 |
| Business | 1 |
| Computer Interfaces | 1 |
| Computer Uses in Education | 1 |
| Course Content | 1 |
| More ▼ | |
Author
| Bidarra, Rafael | 1 |
| Guimaraes, Rui | 1 |
| Harteveld, Casper | 1 |
| Mayer, Igor S. | 1 |
| Squire, Kurt D. | 1 |
| Weinstein, Margery | 1 |
Publication Type
| Journal Articles | 3 |
| Opinion Papers | 1 |
| Reports - Descriptive | 1 |
| Reports - Evaluative | 1 |
Education Level
| Adult Education | 1 |
Audience
Location
| Florida | 1 |
| Netherlands | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Harteveld, Casper; Guimaraes, Rui; Mayer, Igor S.; Bidarra, Rafael – Simulation & Gaming, 2010
Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a…
Descriptors: Design, Philosophy, Educational Games, Play
Weinstein, Margery – Training, 2010
The youngest workforce generation seems to crave games and simulations, and even older workers are coming to enjoy them. But what do new trends in these areas mean for the company, the learners, and the organization's strategic goals? In this article, two experts in the field, Clarissa Graffeo and David Metcalf of the Mixed Emerging Technology…
Descriptors: Games, Ethnology, Computer Simulation, Educational Technology
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

Peer reviewed
Direct link
