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Showing 1 to 15 of 27 results Save | Export
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Chris A. Rasmussen – American Journal of Play, 2025
The author discusses how social scientists and psychologists in the late 1960s and early 1970s devised the board games Ghetto, Blacks & Whites, and El Barrio to teach students in college and high school about racism, racial segregation, and poverty in American society. But, he also argues, these games assumed that poor Black and Latino…
Descriptors: Educational Games, Racism, Racial Segregation, Poverty
Kevin R. Glover – ProQuest LLC, 2021
Clinically appropriated and procedurally correct hand hygiene is performed less than 50% of the time by health professionals resulting in suboptimal patient care. The use of serious simulation games has been suggested to provide emerging health professional students the opportunity to practice proper hand hygiene behaviors to individualized,…
Descriptors: Hygiene, Allied Health Personnel, Allied Health Occupations Education, Program Effectiveness
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Provorova, Yevheniia M.; Ivakhnenko, Tamara P.; Oliinyk, Natali?a A.; Tamarkina, Olha L.; Atroshchenko, Tetiana O. – European Journal of Educational Research, 2021
The purpose of this study was to identify how the leadership training programme based on the acmeological approach for the Master's students influences the students' emotional stability and how that programme was perceived by graduates. The study used both qualitative and quantitative methods to yield data. The dimensions of emotional stability…
Descriptors: Leadership Qualities, Leadership Training, Program Effectiveness, Game Based Learning
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Hetzroni, Orit E.; Banin, Irit – Journal of Applied Research in Intellectual Disabilities, 2017
Background: People with intellectual and developmental disabilities (IDD) often demonstrate difficulties in social skills. The purpose of this study was to examine the effects of a comprehensive intervention program on the acquisition of social skills among students with mild IDD. Method: Single subject multiple baseline design across situations…
Descriptors: Computer Software, Video Technology, Group Discussion, Skill Development
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Bosschaart, Adwin; van der Schee, Joop; Kuiper, Wilmad – Journal of Environmental Education, 2016
This study focused on designing a flood-risk education program to enhance 15-year-old students' flood-risk perception. In the flood-risk education program, learning processes were modeled in such a way that the arousal of moderate levels of fear should prompt experiential and analytical information processing. In this way, understanding of flood…
Descriptors: Natural Disasters, Emergency Programs, Foreign Countries, Adolescents
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Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
Zhu, Shaojian – ProQuest LLC, 2014
Crowdsourcing is an emerging research area that has experienced rapid growth in the past few years. Although crowdsourcing has demonstrated its potential in numerous domains, several key challenges continue to hinder its application. One of the major challenges is quality control. How can crowdsourcing requesters effectively control the quality…
Descriptors: Electronic Publishing, Collaborative Writing, Quality Control, Models
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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
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Brennan, Ross; Vos, Lynn – Journal of Marketing Education, 2013
The need to endow marketing graduates with skills relevant to employability grows ever more important. Marketing math and elementary financial understanding are essential employability skills, particularly given the contemporary emphasis on marketing metrics, but the evidence is that marketing graduates are often relatively weak in such skills.…
Descriptors: Marketing, College Students, Simulation, Educational Games
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Thavikulwat, Precha – Simulation & Gaming, 2012
This study applies the learning curve method of measuring learning to participants of a computer-assisted business gaming simulation that includes a multiple-life-cycle feature. The study involved 249 participants. It verified the workability of the feature and estimated the participants' rate of learning at 17.4% for every doubling of experience.…
Descriptors: Educational Games, Simulation, Evaluation Methods, Computer Assisted Instruction
Dixon, Mark R.; Nastally, Becky L.; Waterman, Amber – Journal of Applied Behavior Analysis, 2010
The current study evaluated the effect of participating in simulated gambling activities on happiness levels of 3 nursing home residents. A 4-component analysis was used to measure objective responses associated with happiness during baseline, varying durations of engagement in simulated gambling activities, and 2 follow-up periods. Results…
Descriptors: Nursing Homes, Health Facilities, Psychological Patterns, Games
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Arora, Anshu Saxena – Learning Organization, 2012
Purpose: The research study seeks to explore the relationship among strategic gaming, the learning organization model and approach, and transfer of learning as key success strategies for improved individual and organizational performance and sustainable competitive advantage. This research aims to identify and elaborate on the strategic…
Descriptors: Supply and Demand, Information Management, Strategic Planning, Advertising
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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
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Auman, Corinne – College Teaching, 2011
Instructors are often reluctant to alter their current pedagogies in favor of engaged learning alternatives. In this article the author describes the development and implementation of an engaged learning, simulation-based pedagogy designed to increase student and instructor engagement. Student learning was examined across simulation and…
Descriptors: Teaching Methods, Learner Engagement, Teacher Participation, Change Strategies
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Reilly, Frank D. – Anatomical Sciences Education, 2011
This study investigated the educational benefits of system-based lecture notes and interactive learning objects in a peripheral nervous system component of a traditional first-year medical school human anatomy course. The impetus for the investigation was anecdotal evidence suggesting enhanced learner satisfaction with the learning resources.…
Descriptors: Instructional Design, Medical Schools, Courseware, Likert Scales
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