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Claudia Krautkremer; Louise C. Keegan; Rimke Groenewold; Elizabeth Spencer – Topics in Language Disorders, 2024
This work aims to examine the identities communicated prior to and during a role-playing game (RPG) for individuals with acquired brain injury (ABI). Appraisal, an analysis tool of Systemic Functional Linguistics (SFL), that allows one to examine the interpersonal metafunction, was applied to interview and RPG group treatment conversations. This…
Descriptors: Brain, Injuries, Games, Role Playing
Chengyan Yu; Shihuan Wang; Dong Zhang; Yingying Zhang; Chaoqun Cen; Zhixiang You; Xiaobing Zou; Hongzhu Deng; Ming Li – IEEE Transactions on Learning Technologies, 2024
Numerous children diagnosed with autism spectrum disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. In this study, we aim to investigate the effectiveness of the hide-and-seek virtual reality system (HSVRS) in improving gaze fixation abilities in children with ASD. Our hypothesis is that engaging in a…
Descriptors: Computer Simulation, Games, Eye Movements, Autism Spectrum Disorders
Vishkaie, Rojin; Seyed, Teddy; Emmons, Claire Thoma; vom Lehn, Dirk – Journal of Museum Education, 2021
Socializing and interaction are important aspects for families who visit museums. Mixed reality (MR) uses a set of technology that museums employ to encourage this behavior, but they face challenges in maintaining family cohesion with experiences across different exhibitions and kiosks. In this paper, we explore these challenges broadly to provide…
Descriptors: Museums, Exhibits, Foreign Countries, Socialization
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
Zazueta-Hernández, Jorge Antonio; López-Barrientos, José Daniel – Teaching Statistics: An International Journal for Teachers, 2021
This paper walks the reader through a simple mathematical characterization of the popular children's game, "Chutes and Ladders," focusing primarily on Monte Carlo simulation. The focus is then shifted to the board game "No Te Enojes" in order to analyze the implications of the introduction of strategy. The presence of strategy…
Descriptors: Games, Monte Carlo Methods, Generalization, Mathematics
Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Niccolò Butti; Emilia Biffi; Romina Romaniello; Alessandra Finisguerra; Enza Maria Valente; Sandra Strazzer; Renato Borgatti; Cosimo Urgesi – Journal of Autism and Developmental Disorders, 2025
This study tested the feasibility and efficacy of a Virtual Reality (VR) social prediction training (VR-Spirit) specifically designed for patients with congenital cerebellar malformation. The study is a randomised controlled trial in which 28 cerebellar patients aged 7-25 yo were randomly allocated to the VR-Spirit or to a control intervention in…
Descriptors: Computer Simulation, Prediction, Interpersonal Competence, Children
Ramadhana A. B., Rakha; Chen, Hsiu-Ling – Education and Information Technologies, 2023
This article discusses the effect of using a commercial off-the-shelf immersive virtual reality game on engineering students' reaction time, hand-eye coordination, and spatial skills. Fifteen (15) college engineering students in Northern Taiwan were conveniently recruited in a single group. Participants were tasked to play the game for 30 min…
Descriptors: College Students, Foreign Countries, Engineering Education, Computer Simulation
Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
Johnson, Roger W. – Teaching Statistics: An International Journal for Teachers, 2019
The "Borel" board game consists of a series of experiments involving dice rolls, coin flips, or drawing colored balls from bags. Before each experiment is conducted, each player bets for or bets against a statement regarding the random outcome. We suggest that the collection of "Borel" experiments be used as a resource to…
Descriptors: Games, Teaching Methods, Statistics, Probability
Priyan L. Jayamaha – International Journal of Technology in Education and Science, 2024
This study investigates the challenges of teaching history to primary school students and the endeavour to develop a board game, supported by educational apps and augmented reality, to enhance the learning experience. The initiative is in response to the New Zealand Ministry of Education's mandate that New Zealand's history must be taught in all…
Descriptors: Elementary School Students, Foreign Countries, Games, Class Activities
Gelot, Ludwig – Journal of Political Science Education, 2021
Scholars have developed original pedagogical approaches to impart the knowledge and skills required for professional life in the area of peace and development. Experience-based learning, simulations, games, and role-plays have been used with positive results. Yet most efforts tend to overly simplify and narrow down the learning experience in…
Descriptors: Foreign Countries, Peace, Experiential Learning, Simulation
Jon-Chao Hong; Jhen-Ni Ye; Jian-Hong Ye; Ling-Wen Kung – Interactive Learning Environments, 2024
Attentional control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with…
Descriptors: Attention Control, Predictor Variables, Cognitive Processes, Difficulty Level
Conner, Christopher T.; Baxter, Nicholas M. – Teaching Sociology, 2022
In this article, we report on the implementation of using the game Werewolf as a student-centered applied-learning activity to teach symbolic interaction theory and concepts. Engaging with symbolic interaction theory can be a powerful experience for students due to its potential to challenge taken-for-granted assumptions and analyze students'…
Descriptors: Games, Role Playing, Student Centered Learning, Undergraduate Students
Flandin, Simon, Ed.; Vidal-Gomel, Christine, Ed.; Becerril Ortega, Raquel, Ed. – Professional and Practice-based Learning, 2022
This book offers various ways in which analyzing professional experience and activity in simulation training makes it possible to describe practice-based learning affordances and processes. Research has been conducted in various simulation programs in the domains of healthcare, victim rescue and population protection, involving healthcare workers,…
Descriptors: Simulation, Experiential Learning, Learning Activities, Allied Health Occupations Education