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Creating Effective Learning Environments and Learning Organizations through Gaming Simulation Design
Kriz, Willy C. – Simulation & Gaming, 2003
Creating effective learning environments plays an important role in supporting organizational learning, changing individual and social interpretation patterns of reality, developing knowledge and competencies, and changing the sociotechnical systems of organizations. This article describes gaming simulation and the design of simulation games as a…
Descriptors: Simulation, Games, Design, Educational Environment
Beck, Diana – Journal of American Indian Education, 2004
Consideration of the subtleties in a group of Navajo children's science learning activities provides us with some useful ways of viewing those activities. It also more clearly establishes the elements to consider in valuing or not valuing the use of these kinds of activities that I am calling "games" and other possible kinds of student inquiry…
Descriptors: Teaching Methods, Games, Navajo (Nation), Science Education
Peer reviewedKieff, Judith – Childhood Education, 2004
It is important to appreciate differences in perspectives in order to gain an understanding of others. Teachers can foster the disposition of perspective-taking among students by engaging them in learning opportunities that allow them to discover and reflect on the similarities as well as the differences among people of the world. Such activities…
Descriptors: Classroom Techniques, Cultural Awareness, Critical Thinking, Creativity
Dalke, Anne – Journal of General Education, 2004
Academic study generally highlights the work of consciousness, which operates in terms of a few variables, simple causal relations, and coherent stories. A course on "Big Books of American Literature" brought to the foreground the activities of the more generally neglected unconscious: an extraordinarily rich repertoire of behavior that operates…
Descriptors: United States Literature, Educational Games, Teaching Methods, Higher Education
Squire, Kurt; Steinkuehler, Constance – Library Journal, 2005
Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population. Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes. Game cultures feature participation in a collective…
Descriptors: Computers, Library Skills, Research Skills, Libraries
O'Neil, Harold F.; Wainess, Richard; Baker, Eva L. – Curriculum Journal, 2005
Following up on an earlier issue of "The Curriculum Journal" (Vol. 16, No. 1), this article focuses on learning outcomes in the context of video games. Learning outcomes are viewed from two theoretical frameworks: Kirkpatrick's levels of evaluation and the CRESST model of learning. These are used to analyse the outcomes claimed in journal articles…
Descriptors: Journal Articles, Video Games, Instructional Design, Learning Processes
Furtak, Erin Marie – Science Education, 2006
Guided scientific inquiry investigations are designed to have students reach particular answers through the thinking processes and activities of scientists. This presents a difficult challenge for teachers who must selectively hold back answers from students to maintain an atmosphere that encourages student-directed inquiry. The present study…
Descriptors: Teaching Methods, Scientists, Cognitive Processes, Physical Sciences
Coffey, David C.; Richardson, Mary G. – Mathematics Teaching in the Middle School, 2005
This article addresses misconceptions related to what makes an unfair game fair and describes from a personal perspective the process of discovering for oneself when a particular mathematical method works. (Contains 3 figures and 2 tables.)
Descriptors: Misconceptions, Educational Games, Probability, Mathematics Instruction
Einarsdottir, Johanna – Early Education and Development, 2005
The study was conducted with a group of 5 and 6 year old children in one playschool in Reykjavik, Iceland. The purpose of the study was to shed light on what life in an Icelandic playschool is like for the children attending the program, finding out their views on why they attend playschool, what they do and learn in playschool, what the adults do…
Descriptors: Research Methodology, Student Attitudes, Young Children, Foreign Countries
Houle, Amanda – Change: The Magazine of Higher Learning, 2006
This article describes the author's experiences as a student participating in a general education program called "Reacting to the Past," in which college students play elaborate games set at pivotal moments in the past, their roles informed by great texts. She found that the experience of reenacting pivotal historical moments produced an intensely…
Descriptors: General Education, History Instruction, Educational Games, Role Playing
Green, C. S.; Bavelier, D. – Cognition, 2006
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…
Descriptors: Video Games, Computation, Short Term Memory, Performance
Early Childhood Today, 2006
The body is probably one of a child's first science experiments. Young children are curious about their own bodies and how they work. They love to explore how they move (and do not move), the sounds they makes, how they look, how different textures feel on their skin, even how it tastes when they suck their thumb. Activities suggested in this…
Descriptors: Human Body, Science Experiments, Sensory Experience, Science Process Skills
Peer reviewedEckel, Catherine; McInnes, Melayne Morgan; Solnick, Sara; Ensminger, Jean; Fryer, Roland; Heiner, Ronald; Samms, Gavin; Sieberg, Katri; Wilson, Rick – Journal of Economic Education, 2005
The authors describe a classroom game that introduces the concept of compensating wage differentials by allowing students to negotiate over the assignment of jobs and wages. Two jobs are designed so that neither job requires special skills, but one is significantly more unpleasant than the other. By varying the job titles and duties, students can…
Descriptors: Wages, Safety, Labor Economics, Labor
Peer reviewedWoltjer, Geert B. – Journal of Economic Education, 2005
For many students macroeconomics is very abstract; it is difficult for them to imagine that the theories are fundamentally about the coordination of human decisions. The author developed a simulation game called Steer the Economy that creates the possibility for students to make the decisions of the firms that are implicit in macroeconomic models.…
Descriptors: Macroeconomics, Educational Games, Economics Education, Computer Simulation
Carrington, Victoria – British Journal of Sociology of Education, 2004
In post-industrial societies saturated with the multimodal texts of consumer culture--film, computer games, interactive toys, SMS, email, the internet, television, DVDs--young people are developing literacy skills and knowledge in and for a world significantly changed from that of their parents and educators. Given this context, this paper seeks…
Descriptors: Literacy, Social Influences, Cultural Influences, Computer Mediated Communication

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