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Baker, Jamie Feild; Hunter, John – Independent School, 2013
In an era of unprecedented volatility, ambiguity, impassioned conflict, and intractable problems that affect the basic living conditions and prosperity of many, education has never been more important or more in need of purpose, meaning, and applicability. The solutions to the dilemmas that define our world will be created and implemented in the…
Descriptors: Educational Games, Global Education, Peace, Computer Simulation
Schweizer, Heidi; Hayslett, Carrianne; Bansal, Naveen; Ronco, Sharron; Schafer, Richard – International Journal on E-Learning, 2014
Background: The host of costly individual and societal consequences of alcohol, tobacco, and other drugs (ATOD) use underscores the importance of ATOD prevention education. "It's Up 2U" is an evidence-informed, game-based, e-learning ATOD prevention program developed by Children's Health Education Center (CHEC) targeting middle school…
Descriptors: Prevention, Health Education, Electronic Learning, Pretests Posttests
Misfeldt, Morten – Electronic Journal of e-Learning, 2015
In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…
Descriptors: Educational Games, Learner Engagement, Case Method (Teaching Technique), Program Administration
Bender-Szymanski, Dorothea – Intercultural Education, 2013
In this article, we describe the multiple phases of a teaching project that was constructed around an actual request by a Muslim community in the Federal Republic of Germany (FRG) to establish an Islamic cultural centre. The request provoked a sometimes heated discussion among politicians and citizens that was published in daily newspapers. A…
Descriptors: Islam, Foreign Countries, Muslims, Cultural Centers
Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
Young, William, II; Franklin, Teresa; Cooper, Tessa; Carroll, Stephen; Liu, Chang – Journal of Interactive Learning Research, 2012
In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design,…
Descriptors: Video Games, Middle Schools, Secondary School Science, Educational Games
Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi – Turkish Online Journal of Educational Technology - TOJET, 2011
In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…
Descriptors: Animals, Conservation (Concept), Foreign Countries, Usability
Scarlatos, Tony – Journal of Educational Technology Systems, 2013
Exploring the Solar System in the elementary school curriculum has traditionally involved activities, such as building scale models, to help students visualize the vastness of space and the relative size of the planets and their orbits. Today, numerous websites provide a wealth of information about the sun and the planets, combining text, photos,…
Descriptors: Multimedia Instruction, Computer Software, Computer Simulation, Educational Games
Diamond, Susannah; Middleton, Andrew; Mather, Richard – Innovations in Education and Teaching International, 2011
This paper proposes a cross-faculty simulation model for authentic learning that bridges the gap between short group-based simulations within the classroom and longer individual placements in professional working contexts. Dissemination of the model is expected to widen the use of authentic learning approaches in higher education (HE). The model…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Simulation
Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
Falloon, Garry – British Journal of Educational Technology, 2010
This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…
Descriptors: Curriculum Development, Community Programs, Foreign Countries, Thinking Skills
Behrens, John T.; Mislevy, Robert J.; DiCerbo, Kristen E.; Levy, Roy – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The world in which learning and assessment must take place is rapidly changing. The digital revolution has created a vast space of interconnected information, communication, and interaction. Functioning effectively in this environment requires so-called 21st century skills such as technological fluency, complex problem solving, and the ability to…
Descriptors: Evidence, Student Evaluation, Educational Assessment, Influence of Technology
Vogel, Rex – Instructor, 1977
Most schools include in their curriculum some kind of safety program for children. Questions the effectiveness of these programs and if the children's behavior is changed for the good. As part of your next safety unit suggests this simulation game, which involves children in repeated problem-solving situations. (Author/RK)
Descriptors: Educational Games, Elementary School Students, Program Descriptions, Safety Education
Peer reviewedMenks, Ferol – Gerontologist, 1983
Describes The Road of Life, a board game developed to increase understanding of the experiences of the elderly by simulating the gains and losses of old age. The game, followed by a group discussion, is an effective way to facilitate an increased understanding of old age. (JAC)
Descriptors: Aging (Individuals), Aging Education, Coping, Educational Games
Peer reviewedMcLean, Harvard W. – Elementary School Journal, 1973
Author presents a representative sampling of worthwhile materials that are available and which were chosen to show variations in the tools used in environmental education programs. (Author/CB)
Descriptors: Educational Games, Environmental Education, Instructional Materials, Interdisciplinary Approach

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