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Dora Kourkoulou, Editor; Anastasia-Olga Tzirides, Editor; Bill Cope, Editor; Mary Kalantzis, Editor – Springer, 2024
"Trust and Inclusion in AI-Mediated Education: Where Human Learning Meets Learning Machines" is a resource for researchers and practitioners in a field where the mainstreaming of AI technologies, and their increased capacities for deception, have produced confusion and fear. Identifying theoretical frameworks and practices in teaching…
Descriptors: Trust (Psychology), Inclusion, Artificial Intelligence, Technology Uses in Education
Wen, Yun, Ed.; Wu, Yi-ju, Ed.; Qi, Grace, Ed.; Guo, Siao-Cing, Ed.; Spector, J. Michael, Ed.; Chelliah, Shobhana, Ed.; Kinshuk, Ed.; Lan, Yu-Ju, Ed. – Lecture Notes in Educational Technology, 2021
This book uncovers the important issues in language learning and teaching in the intelligent, digital era. "Social connectivity" is a contemporary style of learning and living. By engaging in the connectivity of physical and digital worlds, how essential parts of language learning and teaching can be achieved? How can the advanced…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Information Technology

Foster, John L.; And Others – Simulation and Games, 1980
Reviews and critiques the major findings in the simulation impact literature, and offers an impact evaluation of the recently developed urban politics simulation, "Urban Policy Game: A Simulation of Urban Politics." Particular emphasis is placed on the variety of learning experiences accompanying role-play simulations, especially verstehen…
Descriptors: Cognitive Processes, Educational Games, Learning, Literature Reviews

Lane, Gerard – Perspectives in Education and Deafness, 1992
This article describes a simulation activity in which students with deafness were "sold" and treated as slaves for half a day. Evaluation indicated that the "slaves" developed deeply negative feelings about slavery as they experienced the physical labor and personal humiliation involved in slavery, and "masters" felt uncomfortable treating…
Descriptors: Deafness, Experiential Learning, Learning Activities, Secondary Education

Wilson, J. D. – Scottish Educational Review, 1978
The Academic Achievement Game (TAAG) summarizes the findings of two research studies in a kind of parlor "game" that incorporates predictable, chance and change elements in student performance. A brief description of TAAG is followed by evidence on validity. Its advantages and disadvantages are discussed in the context of transition to…
Descriptors: Academic Achievement, College Bound Students, Educational Research, Games
Weaver, William C. – Journal of Business Education, 1975
Using computer simulated games as a teaching tool has effected an attitude change among students and may be a possible solution to the problems of negative attitudes of students towards business careers in marketing. (Author/BP)
Descriptors: Attitude Change, Business Education, Computer Assisted Instruction, Games
Bell, Margaret E. – Simulation/Games for Learning, 1982
Describes the game STRATAGEM and its usage by university students preparing for examinations. The game, which comprises questions coded by topic and level of complexity (recall, application, and inference), is designed to focus student attention on important content, foster accurate assessment of team potential, and encourage risk-taking.…
Descriptors: Difficulty Level, Educational Games, Group Dynamics, Higher Education

Erickson, Keith V.; Erickson, Mira T. – Communication Education, 1979
Demonstrates the use of simulations and games in large classes as complements to the lecture method. Students generally respond favorably to the use of these strategies and indicate that they facilitate classroom communication and student interest, concept understanding, and personal growth. (JMF)
Descriptors: Class Activities, Educational Games, Educational Strategies, Higher Education

Acker, Loren E.; And Others – Teaching of Psychology, 1990
Discusses a microcomputer program that was created to simulate the behavior of a computerized "animal" so that students could practice the shaping of behavior. Describes mathematical algorithms that allowed the "animal" to show gradual improvements in directional movements after appropriate shaping. Reports that students were…
Descriptors: Behavior Modification, Computer Simulation, Computer Uses in Education, Higher Education
Humphries, Barbara B. – 1985
This report describes attempts to inform regular elementary teachers about the needs of handicapped students and to change negative attitudes about special education. Informal staff workshops addressed legislation, common characteristics of handicapped students, and successful techniques for incorporating students with various disabilities into…
Descriptors: Disabilities, Elementary Education, Inservice Teacher Education, Knowledge Level

Blachford, Kevin R. – Geographical Education, 1975
Considers the effects of simulation games on student motivation, concept development, attitudes, values, social skills, and classroom conditions and organization. The conclusion is that simulation is a useful technique which can contribute to the achievement of some of the objectives of geographical education. For journal availability, see SO 505…
Descriptors: Concept Formation, Educational Games, Educational Objectives, Evaluation

Carton, Dana – Canadian Modern Language Review, 1982
A recommended class activity is a simple gift exchange. Vocabulary, including a wide range of options, holiday terms, and idioms, is introduced at the beginning of class. Partners are assigned, exchange takes place, and thank-you notes may be written. Student enthusiasm and attention are often by-products. (MSE)
Descriptors: Class Activities, Dramatic Play, Learning Motivation, Second Language Instruction

Smith, Jeffrey M.; Bell, Paul A. – Journal of Social Psychology, 1992
Presents study results examining behavior associated with preservation and destruction of slowly regenerating natural resources by using commons dilemma simulation games. Reports that neither environmental concern nor proenvironmental behaviors were related to commons dilemma performance. Concludes that cooperation and competition were better…
Descriptors: Behavioral Science Research, Competition, Conservation (Environment), Cooperation

Barry, Peter H. – Advances in Physiology Education, 1990
A graphic, interactive software program that is suitable for teaching students about the measurement and ion dependence of cell membrane potentials is described. The hardware requirements, the aim of the program, how to use the program, other related programs, and its advantages over traditional methods are included. (KR)
Descriptors: College Science, Computer Assisted Instruction, Computer Simulation, Dissection

Fennessey, Gail M.; And Others – Simulation and Games, 1975
The article compares the relative effectiveness of teaching environmental education to high school students using conventional instruction, a simulation exercise, and a simulation game. (CD)
Descriptors: Conventional Instruction, Educational Games, Educational Media, Environmental Education