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Dieckmann, Peter; Friis, Susanne Molin; Lippert, Anne; Ostergaard, Doris – Simulation & Gaming, 2012
Introduction: This study describes (a) process goals, (b) success factors, and (c) barriers for optimizing simulation-based learning environments within the simulation setting model developed by Dieckmann. Methods: Seven simulation educators of different experience levels were interviewed using the Critical Incident Technique. Results: (a) The…
Descriptors: Foreign Countries, Computer Simulation, Barriers, Objectives
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Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars – Simulation & Gaming, 2012
Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Simulation
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
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Tetteh, Edem; McWilliams, Douglas – Simulation & Gaming, 2010
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important…
Descriptors: Quality Control, Inspection, Job Skills, Undergraduate Students
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Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
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Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
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Wilkenfeld, Jonathan; Kraus, Sarit; Holley, Kim M. – Simulation & Gaming, 1998
Discusses decision making and suggests that using simulation techniques based on a sophisticated decision support system facilitates the identification of utility-maximizing strategies. The negotiation training model is described, and preliminary results based on simulation runs are reported. (LRW)
Descriptors: Decision Making, Decision Support Systems, Models, Simulation
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Pedersen, Paul – Simulation & Gaming, 1994
Examines the Triad Training Model for training counselors to better articulate a client's internal dialog during simulated counseling interviews. The theoretical basis for the model is discussed, positive and negative feedback is considered, and supporting research is presented. (Contains 20 references.) (LRW)
Descriptors: Counseling Techniques, Counselor Training, Feedback, Literature Reviews
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Westwood, Marvin – Simulation & Gaming, 1994
Reviews the rationale for the use of simulation and game exercises as part of counselor education programs. Counselor competencies in the areas of knowledge, skills, and self-awareness are discussed; and the use of experience-based learning activities is explained, including the debriefing stage. (Contains three references.) (LRW)
Descriptors: Competence, Counselor Training, Educational Games, Experiential Learning
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Neves, Joao S.; Sanyal, Rajib N. – Simulation & Gaming, 1992
Describes a game called UPSIDE DOWN that is designed for use in higher education courses or in corporate training to sensitize participants to cultural issues when interacting with groups with different backgrounds. Both intragroup and intergroup interactions are described, suggestions for debriefing are given, and a complete set of rules is…
Descriptors: Cross Cultural Training, Cultural Background, Cultural Differences, Games
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Fowler, Sandra M. – Simulation & Gaming, 1994
Describes the use of simulation games in cross-cultural training, noting that participants in these programs are usually adults. Highlights include a history of cross-cultural training; diversity training; learning processes; motivation; practice; shared experience; examples of simulation games used for cross-cultural training; and trainers who…
Descriptors: Cross Cultural Training, Cultural Differences, Drills (Practice), Learning Processes
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Mitchell, Ronald K.; Chesteen, Susan A. – Simulation & Gaming, 1995
Examines the enhancement of adult student entrepreneurial expertise through the use of recommendations and models from information theorists including experiential pedagogy and expert script. Outcomes suggest enhanced entrepreneurial expertise is influenced by experienced mentors. (Author/JMV)
Descriptors: Adult Students, Comparative Analysis, Entrepreneurship, Experiential Learning
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Horn, Robert E. – Simulation & Gaming, 1995
"The Guide to Simulations/Games for Education and Training" was the authoritative reference book for the field from 1970 to 1985. Describes technological developments and changes in the field and the four editions that were created as a result of those changes. (AEF)
Descriptors: Change, Computer Games, Computer Simulation, Educational Technology
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Steuer, Eckhard – Simulation & Gaming, 1992
Describes Assessment Center (AC) programs that are used in Germany to prepare university business graduates making job applications to large companies. The simulation of real-life application procedures is explained, problems associated with the validity of the AC are addressed, and the roles and attitudes of students and experts are discussed.…
Descriptors: Administrator Education, Assessment Centers (Personnel), Foreign Countries, Higher Education
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Jenvald, Johan; Morin, Magnus – Simulation & Gaming, 2004
The article presents an approach to emergency response training that combines simulation of hazardous environmental factors with extensive registration of the activities in a training scenario. Simulation enhances realism by exposing the trainees to representations of hazards without putting them at risk. Registration generates data that describe…
Descriptors: Emergency Programs, Foreign Countries, Training Methods, Simulation
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