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Millar, J. W. L. – Physics Education, 1979
Presents a description of the power station game as a simulation exercise topic in physics and society, namely the making of a decision which involves many aspects of technical knowledge. Discusses the results of evaluation of students' attitudes toward the game, and attributes that make simulation an attractive teaching option. (GA)
Descriptors: Decision Making, Educational Games, Energy, Instruction
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Blum, H. Timothy; Yocom, Dorothy Jean – TEACHING Exceptional Children, 1996
This article provides guidelines for designing effective instructional games for all students, including students with disabilities or other special learning needs. The benefits of instructional games, including student motivation and the ability of games to facilitate individualized instruction, are discussed. Sample instructional games,…
Descriptors: Childrens Games, Classroom Techniques, Disabilities, Educational Games
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Dempsey, John V.; Haynes, Linda L.; Lucassen, Barbara A.; Casey, Maryann S. – Simulation & Gaming, 2002
Describes a study that evaluated computer games, or components of the games, that would lend themselves for use in an educational setting, particularly with adults. Highlights include game selection criteria; gender differences; motivation; learning styles; game features that were essential and those that were distracting; playing strategies; and…
Descriptors: Adult Learning, Cognitive Style, Computer Games, Educational Games
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Thavikulwat, Precha – Simulation and Games, 1988
Discussion of educational games that can be configured to accommodate changes in the structure of the game focuses on MANAGEMENT 500, a microcomputer-controlled prototype business simulation game. Three modes of learning that can be emphasized through a configurable simulation game are explained: learning by discovery, by perseverance, and by…
Descriptors: Business, Competition, Computer Simulation, Discovery Learning
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Higgins, Aparna W. – Mathematics and Computer Education, 1990
Discusses the application of induction using a two-player game with sticks. Describes a winning strategy for the game with n sticks; number of moves to complete the game; and changing the rules of the game. (YP)
Descriptors: College Mathematics, Game Theory, Games, Higher Education
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Ewbank, William A. – Arithmetic Teacher, 1989
Discusses games using number tablets. Describes general advantages of the games over using pencil and paper. Provides needs, skills, players, rules, and variations for eight games. (YP)
Descriptors: Arithmetic, Educational Games, Elementary School Mathematics, Games
Children and Animals, 1988
Provides 13 activities related to the humane treatment of animals. Gives directions and strategies for 11 short activities, and 2 activities that require ten minutes or more to perform. Examples and drawings are included. (RT)
Descriptors: Activities, Altruism, Educational Games, Elementary School Science
Skurzynski, Gloria – School Library Journal, 1993
Discusses children's ability to distinguish fantasy from reality in video games and suggests that there is potential for creative innovative software and graphics. Virtual reality is described and compared to books, and learning about all new electronic genres in addition to the best existing ones is advocated. (EAM)
Descriptors: Adolescents, Books, Children, Comparative Analysis
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Grundy, Shirley – Interchange, 1991
Australian researchers examined a computer adventure game's potential to provide worthwhile learning experiences by videotaping elementary students at play. Results indicated students learned about computers, read, had fun, and solved problems, but the game did not meet specified criteria for a worthwhile educational experience. (SM)
Descriptors: Computer Assisted Instruction, Computer Games, Educational Games, Elementary Education
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Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia – British Journal of Educational Technology, 1999
Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)
Descriptors: College Students, Computer Games, Educational Games, Higher Education
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Din, Feng S.; Calao, Josephine – Child Study Journal, 2001
Investigated whether kindergarten students who played Sony PlayStation educational video games for 40 minutes daily for 11 weeks learned better than peers who did not play such games. Found that the experimental group gained significantly more than the control group in spelling and decoding on the Wide Range Achievement Test-R3. Found no…
Descriptors: Academic Achievement, Decoding (Reading), Educational Games, Experiments
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Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes
McLester, Susan – Technology & Learning, 2005
When one considers it was only 10 or so years ago that some experts were questioning the appropriateness of multimedia and other "frills" as learning tools, it's not surprising that the idea of using games as a core instructional resource remains controversial. But in an age in which major corporations and the U.S. military are relying on…
Descriptors: Technology Uses in Education, Video Games, Educational Environment, Learning Experience
Ausburn, Lynna J.; Martens, Jon; Dotterer, Gary; Calhoun, Pat – Journal of Educational Technology, 2009
This paper presents a review of literature that introduces major concepts and issues in using avatars and pedagogical agents in first- and second-person virtual environments (VEs) for learning online. In these VEs, avatars and pedagogical agents represent self and other learners/participants or serve as personal learning "guides". The…
Descriptors: Literature Reviews, Computer Simulation, Virtual Classrooms, Computer Graphics
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Abrams, Sandra S. – Educational Media International, 2009
When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and…
Descriptors: Video Games, Teaching Methods, Case Studies, Grade 11
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