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Kutina, Kenneth L.; Zullig, Craig M.; Starkman, Glenn D.; Tanski, Laura E. – 2002
A model for simulating college and university operations, finances, program investments, and market response in terms of applicants, acceptances, and retention has been developed and implemented using the system dynamics approach. The Model for University Strategic Evaluation (MUSE) is a simulation of the total operations of the university,…
Descriptors: Colleges, Evaluation Methods, Higher Education, Institutional Evaluation
Peer reviewedPoland, Robert – Business Education Forum, 1973
Models of four programs for individual progress through basic learning in groups to a preparation for entry into employment are outlined. (MU)
Descriptors: Individualized Instruction, Models, Office Occupations Education, Simulated Environment
Hostrop, Richard W. – Improving College and University Teaching, 1972
Descriptors: Higher Education, Simulated Environment, Simulation, Teaching Methods
Peer reviewedRapoport, Anatol – Simulation & Gaming, 1995
Traces the roots of social trap situations and describes a parasitism-symbiosis model, showing that when each organism attempts to maximize its survival potential without regard for the other's, neither does as well as when they behave collectively. Discusses a model social trap situation, "Prisoner's Dilemma" ("PD") and a…
Descriptors: Behavior Theories, Cooperation, Evolution, Games
Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware
Understanding the Impact of Virtual World Environments on Social and Cognitive Processes in Learning
Zhang, Chi – ProQuest LLC, 2009
Researchers in information systems and technology-mediated learning have begun to examine how virtual world environments can be used in learning and how they enable learning processes and enhance learning outcomes. This research examined learning processes in a virtual world learning environment (VWLE). A research model of VWLE effects on learning…
Descriptors: Distance Education, Program Effectiveness, Interaction, Learning Processes
Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott – Journal of Science Education and Technology, 2009
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of…
Descriptors: Environmental Education, Undergraduate Students, Water Quality, Test Items
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
Nelson, Brian C.; Ketelhut, Diane Jass – International Journal of Computer-Supported Collaborative Learning, 2008
In this paper, we present the results of an exploratory study into the relationship between student self-efficacy and guidance use in a Multi-User Virtual Environment (MUVE) science curriculum project. We describe findings from a sample of middle school science students on the combined impact on learning of student self-efficacy in scientific…
Descriptors: Self Efficacy, Guidance, Science Curriculum, Science Instruction
Modern Schools, 1976
A thumbnail sketch of some of the light bulbs manufactured for a purpose other than seeing. These "dark" lamps perform varied tasks including keeping food fresh, detecting and preventing disease, spurring plant growth, heating, and copying printed material. (Author/MLF)
Descriptors: Light, Lighting, Plant Growth, Radiation
Naumann, Nancy – Learning, 1976
A classroom game simulates town activities in a third grade class to illustrate money management and principles of economics. (MM)
Descriptors: Class Activities, Economics Education, Educational Games, Primary Education
Peer reviewedRains, Sherry – Business Education Forum, 1980
The office simulation course can be a very effective teaching method in the small school where schedules, staffing, financing, and community resources do not allow cooperative business education courses. Suggestions are provided for such exercises as an annual report, inventories, proofreading, and customer input data. (CT)
Descriptors: Office Occupations Education, Office Practice, Secondary Education, Simulated Environment
Peer reviewedRegian, J. Wesley; And Others – Journal of Communication, 1992
Describes an empirical exploration of the instructional potential of virtual reality as an interface for simulation-based training. Shows that subjects learned spatial-procedural and spatial-navigational skills in virtual reality. (SR)
Descriptors: Communication Research, Computer Simulation, Higher Education, Simulated Environment
Wiener, Richard L.; Holtje, Michael; Winter, Ryan J.; Cantone, Jason A.; Gross, Karen; Block-Lieb, Susan – Journal of Experimental Psychology: Applied, 2007
In response to federal legislative reform aimed, in part, at reducing consumer bankruptcy filings, the authors conducted 2 experiments examining the role of affect in purchasing behavior. In Experiment 1, they examined consumer debtors, and in Experiment 2, they examined nondebtors. In both experiments, they investigated purchasing decisions made…
Descriptors: Purchasing, Decision Making, Credit (Finance), Federal Legislation

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