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Littleton, Karen, Ed.; Scanlon, Eileen, Ed.; Sharples, Mike, Ed. – Routledge, Taylor & Francis Group, 2011
There is currently a rapidly growing interest in inquiry learning and an emerging consensus among researchers that, particularly when supported by technology, it can be a significant vehicle for developing higher order thinking skills. Inquiry learning methods also offer learners meaningful and productive approaches to the development of their…
Descriptors: Inquiry, Active Learning, Technology Uses in Education, Cooperative Learning
Lainema, Timo – Simulation & Gaming, 2009
Constructivism has recently gained popularity, although it is not a completely new learning paradigm. Much of the work within e-learning, for example, uses constructivism as a reference "discipline" (explicitly or implicitly). However, some of the work done within the simulation gaming (SG) community discusses what the basic assumptions and…
Descriptors: Constructivism (Learning), Discipline, Educational Games, Models

Saunders, Daniel Mark – Simulation and Games, 1986
Describes the Taffs Pit simulation game, which sets up a meeting between acting and production staff within an invented soap opera program with students role playing and critically observing, and then links to general themes of communication analysis. The simulation's design, role playing, and criticisms of the game are discussed. (MBR)
Descriptors: Communication Research, Design, Discovery Learning, Drama
Sculli, Domenic; Ng, Wing Cheong – Simulation/Games for Learning, 1985
Presents a conceptual framework for design of business games in which output is in the form of service. The framework is presented as three separate systems--the physical, the financial, and the external environment. A hotel management game is used to illustrate the discussion. (Author/MBR)
Descriptors: Educational Games, Higher Education, Instructional Design, Literature Reviews

Brown, John Seely – Journal of Educational Computing Research, 1985
Exploration of concepts crucial to development of new computer-based learning environments focuses on process rather than product and the computer's ability to record, represent, and communicate the underlying process. Cognitive, pedagogical, and sociological issues relevant to creation of learning environments in five domains (empowering…
Descriptors: Algebra, Communication (Thought Transfer), Computer Assisted Instruction, Computer Literacy

Schoen, Lawrence M. – Teaching of Psychology, 1996
Recommends using mnemonics as an introduction to the study of human memory and cognitive processes. Students generally have some familiarity with mnemonics and the device lends itself to a number of interesting games and experiments. Includes suggested activities using mnemonics and the Monopoly board game. (MJP)
Descriptors: Cues, Educational Games, Games, Higher Education

Catterall, P.; Lewis, R. – Journal of Computer Assisted Learning, 1985
Documents the educational use of spreadsheets through a description of exploratory work which utilizes spreadsheets to achieve the objectives of Conway's Game of Life, a scientific method game for the development of problem-solving techniques. The implementation and classroom use of the spreadsheet programs are discussed. (MBR)
Descriptors: Computer Software, Educational Games, Elementary Secondary Education, Literature Reviews

Childers, Cheryl D. – Teaching Sociology, 1996
Reviews a teaching strategy built on the body of research revealing crossword puzzles as effective means of introducing fundamental concepts and vocabulary. Discusses methods for constructing the puzzle. Student responses suggest that the puzzle was useful as a tool for both learning and review. (MJP)
Descriptors: Educational Games, Fundamental Concepts, Higher Education, Learning Activities
Baird, William E.; And Others – 1989
The Test of Integrated Process Skills (TIPS) was administered to 667 students in grades 9-12 who were registering to participate in a regional science Olympiad on a southern university campus in February 1988. Each student's score on the test was correlated with subsequent performance in one or more of the 11 Olympiad events. Of the 667 students…
Descriptors: Educational Games, Problem Solving, Process Education, Science Activities
Boody, Charles G., Ed. – Journal of Computer-Based Instruction, 1986
Six articles on music and computing address development of computer-based music technology, computer assisted instruction (CAI) in ear training and music fundamentals, a machine-independent data structure for musical pitch relationship representation, touch tablet input device in a melodic dictation CAI game, and systematic evaluation strategies…
Descriptors: Algorithms, Artificial Intelligence, Computer Assisted Instruction, Computer Software

Groves, Julian McAllister; Warren, Charles; Witschger, Jerome – Teaching Sociology, 1996
Describes a game designed to impress upon undergraduates the difficulty of economic mobility for minorities. The game involves two groups, "Majorities" and "Minorities," and their efforts to build a simulated social network with string. Minorities receive shorter lengths of string and cannot leave their seats. Discusses follow-up exercises. (MJP)
Descriptors: Consciousness Raising, Economically Disadvantaged, Educational Games, Elitism

Smith, Elizabeth T.; Boyer, Mark A. – PS: Political Science and Politics, 1996
Provides a step-by-step process for designing effective and interesting simulations. Explains and gives examples for the four steps: defining teaching goals, constructing the simulation, running the simulation, and debriefing. Asserts that simulations develop critical thinking and other skills. Examines possible means of assessment. (MJP)
Descriptors: Active Learning, Classroom Techniques, Critical Thinking, Educational Games

Hamill, Sharon Boland; Hale, Catherine – Teaching of Psychology, 1996
Describes an educational game where students are assigned a hypothetical "lot" representing a life event that centers on a developmental issue. The lot serves as the topic for empirical research and investigations into community agencies. Student research focuses on implications for individual development and the quality of family life. (MJP)
Descriptors: Child Development, Child Responsibility, Community Resources, Coping

Vort, Jeanine VanDe – Journal of Geography, 1997
Discusses the development and implementation of a simulation game for a sixth-grade class that used the structure of Thornton Wilder's play, "Our Town," to examine the geographical issues involved in community planning. The land development issue discussed was based on a real-life local concern. (MJP)
Descriptors: Built Environment, Citizen Participation, Community Development, Community Planning
Mandinach, E.; And Others – 1983
This review of the research on the cognitive effects of computer-assisted instruction begins with an overview of the ACCCEL (Assessing Cognitive Consequences of Computer Environments for Learning) research program at the University of California at Berkeley, which consists of several interrelated studies examining the acquisition of such higher…
Descriptors: Aptitude Treatment Interaction, Artificial Intelligence, Cognitive Processes, Cognitive Structures
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