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Peer reviewedBarrows, Howard S.; Tamblyn, Robyn M. – Journal of Medical Education, 1976
A series of simulated patient experiences were presented to two groups of five students concurrently with a regularly scheduled integrated course in neuroscience. Results showed increased motivation, problem solving, and self-study skills in the experimental groups as compared to the control groups, which were also enrolled in the neuroscience…
Descriptors: Higher Education, Medical Education, Patients, Problem Based Learning
Peer reviewedSigelman, Lee – Social Studies, 1974
The author discusses some disadvantages to simulation and gaming techniques. Instead he advocates and examines the educational advantages of student participation in real world field research. Included in the article is an example of a student attempting to live on the amount a person on welfare would receive. Further ideas for student field…
Descriptors: Educational Improvement, Field Experience Programs, Game Theory, Secondary Education
Roberts, Frederick J. – Teaching Political Science, 1975
Lectures and classroom games are compared in terms of fact and concept, of inducing change in certain political attitudes, and of student evaluations in an introductory American government course. The results are inconclusive. (DE)
Descriptors: College Instruction, Games, Higher Education, Learning Processes
Peer reviewedQuible, Zane K. – Business Education Forum, 1975
The office block program, utilizing a two- or three-hour time block, bridges the gap between high school students' classroom training experiences and their initial office jobs. Some of the instructional strategies include group and individualized instruction, integrated exercises, and simulation, including the model office. (MW)
Descriptors: Business Education, Educational Strategies, Individualized Instruction, Job Skills
Reinhartz, Judy; Reinhartz, Dennis – 1988
This proposed alternative instruction model is based on the teach-practice-apply (TPA) paradigm. This paradigm provides a structure facilitating change, while ensuring the enhancement of instructional effectiveness. Suggestions are provided that secondary teachers can use in their classrooms. The steps inherent in the use of each teaching strategy…
Descriptors: Concept Formation, Cooperative Learning, Discussion (Teaching Technique), Educational Games
Suler, John R. – 1986
This document explains the use of Eliza, a widely known computer program that reacts to the user by simulating the responses of a psychotherapist, as a teaching aid in undergraduate clinical psychology courses. The methods for conducting the exercise, for integrating it into the course syllabus, and for evaluating its impact on students are…
Descriptors: Clinical Psychology, College Students, Computer Assisted Instruction, Computer Oriented Programs
PDF pending restorationVockell, Edward L.; Rivers, Robert H. – 1984
Computerized science simulations were employed by high school biology students in an attempt to enhance their problem-solving skills. The simulations were administered under unguided (discovery learning) and guided (guided discovery learning) conditions while a control group received no simulations. To ascertain the effectiveness of the…
Descriptors: Biology, Computer Simulation, Critical Thinking, High Schools
Taylor, John – 1985
Among various possible pedagogical approaches which favor the integration of an environmental dimension into educational processes, gaming and simulation seem particularly suitable to environmental education. Environmental games and simulations reproduce in a simplified and didactical manner the complex nature of concrete environmental problems.…
Descriptors: Conservation (Environment), Educational Games, Environmental Education, Game Theory
Ponder, Roger; Powell, William W. – 1989
In an intensive English-as-a-Second-Language (ESL) program, implementing a sourcebook project affects the design and content of all the courses in a curriculum. Sourcebooks, multimedia collections of materials devoted to a given topic and used in a simulation of academic research, can be adapted for use in independently operated ESL courses as…
Descriptors: English (Second Language), Higher Education, Instructional Materials, Intensive Language Courses
Finch, Curtis R. – American Vocational Journal, 1974
Descriptors: Classroom Techniques, Computer Assisted Instruction, Educational Research, Individualized Instruction
Joels, Kerry Mark – Journal of Aerospace Education, 1975
Describes activities that can be used in the classroom for "futuring" such as simulation games and scenarios which are educational applications of the future and which can help students toward an understanding which can implement the future. (BR)
Descriptors: Aerospace Education, Communications Satellites, Controlled Environment, Elementary Secondary Education
Hyman, Ronald T. – 1981
The use of simulation games is considered by which the college teacher addresses selected topics by having students engage in activities that approximate the realities of a social situation. Simulations offer a stimulus for examining theoretical models and their applicability to everyday social situations. The Prisoner's Dilemma is presented as an…
Descriptors: Affective Objectives, Cognitive Objectives, College Instruction, Criminology
Steward, W. C.; Menary, John A. – 1976
This report attempts to interrelate essential concepts in visual communication and gaming-simulation with problem solving and education in the fields of regional environmental planning, design, and community development. Use of these methodologies in educating the general public in regional planning topics is also covered. The use of visual or…
Descriptors: Communication (Thought Transfer), Community Development, Education, Environment
Abt, Clark C. – 1967
Educational games present the complex realities of simultaneous interactive processes more accurately and effectively than serial processes such as lecturing and reading. Objectives of educational gaming are to motivate students by presenting relevant and realistic problems and to induce more efficient and active understanding of information.…
Descriptors: Ability Grouping, Decision Making, Educational Games, Interaction Process Analysis
Densmore, Jerry – 1977
Teaching sociology through role playing involves students in acting out roles learned in the socialization process. The content of the game is the simulation of an area of social reality, either simple or complex. Participation in this activity presents students with alternative world views, develops problem solving and behavioral skills, and…
Descriptors: Class Activities, Games, Group Activities, Guidelines


