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Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
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
Tanner, John R.; Stewart, Geoffrey; Totaro, Michael W.; Hargrave, Melissa – American Journal of Business Education, 2012
Business simulations serve as learning platforms that stimulate the "gaming" interest of students, that provide a structured learning environment, and that should help manage the time resources of faculty. Simulations appear to provide a context where students feel learning can take place. However, faculty perception of simulation…
Descriptors: Undergraduate Students, Undergraduate Study, Business Administration Education, Marketing
Bramesfeld, Kosha D.; Good, Arla – Teaching of Psychology, 2016
In this article, we present the results of two studies that evaluated an experiential intersectionality awareness activity, "C'est La Vie: The Game of Social Life." For Study 1 (N = 55), we content analyzed students' short answer responses about inequality written before and after playing "C'est La Vie." Study 2 compared a…
Descriptors: Games, Simulation, Control Groups, Pretests Posttests
Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
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
Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying – Interactive Learning Environments, 2013
While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…
Descriptors: Simulation, Educational Games, Learning Motivation, Instructional Design
Oberle, Monika; Leunig, Johanna – Citizenship, Social and Economics Education, 2016
Civics courses strive to promote students' political competencies, which according to the model of Detjen et al. incorporate content knowledge, abilities to make political judgements and take political action, as well as motivational skills and attitudes. For achieving these goals, high hopes are placed on active learning tools such as political…
Descriptors: Foreign Countries, Citizenship Education, Civics, Simulation
Kiili, Kristian; Lainema, Timo – Journal of Educational Multimedia and Hypermedia, 2010
Power is an influential component of social interaction and there are reasons for thinking that it may have important effects both on decision-making and psychological and interpersonal processes. The aim of this paper was to study the relations between the feeling of power, decision-making and flow experience in a collaborative business…
Descriptors: Educational Games, Opinions, Interpersonal Relationship, Interaction
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
Abdullah, Nor Liza; Hanafiah, Mohd Hizam; Hashim, Noor Azuan – International Education Studies, 2013
Globalization and liberalization in the business environment have changed the requirements of types and qualities of human capital needed by the corporate sector. In relation to this, business graduates not only need to have theoretical understanding, but they also need to have creative thinking, communication skills and decision making skills…
Descriptors: Foreign Countries, Business Administration Education, Business Skills, Simulation
Hepler, Teri J.; Feltz, Deborah L. – Research Quarterly for Exercise and Sport, 2012
The purpose of this study was to examine the relationship between decision-making self-efficacy and decision-making performance in sport. Undergraduate students (N = 78) performed 10 trials of a decision-making task in baseball. Self-efficacy was measured before performing each trial. Decision-making performance was assessed by decision speed and…
Descriptors: Self Efficacy, Team Sports, Path Analysis, Undergraduate Students
Norris, Dawn R. – Teaching Sociology, 2013
Simulation games can help overcome student resistance to thinking structurally about social class inequality, meritocracy, and mobility. Most inequality simulations focus solely on economic inequality and omit social and cultural capital, both of which contribute to social class reproduction. Using a pretest/posttest design, the current study…
Descriptors: Simulation, Games, Social Stratification, Social Class
Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2010
The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…
Descriptors: Conflict, Identification, Competition, Attitude Change

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