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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
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Godwin-Jones, Robert – Language Learning & Technology, 2015
Language teachers are working in a world which has changed in the past decades in fundamentally disruptive ways, through profound changes in the role that networked computers play in everyday life and through the social and demographic shifts brought on by an increasingly globalized society, bringing together more than ever before people from…
Descriptors: Language Teachers, Teacher Role, Computer Networks, Global Approach
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Liu, Kuo-Yu – International Journal of Distance Education Technologies, 2015
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Descriptors: Case Studies, Computer Science Education, Computer Networks, Usability
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Tang, Stephen; Hanneghan, Martin; Carter, Christopher – Electronic Journal of e-Learning, 2013
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Descriptors: Models, Engineering, Instructional Design, Computer Games
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Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael – Simulation & Gaming, 2013
In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…
Descriptors: Foreign Countries, Computer Games, Public Policy, Policy Formation
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Mislevy, Robert J.; Behrens, John T.; Dicerbo, Kristen E.; Levy, Roy – Journal of Educational Data Mining, 2012
"Evidence-centered design" (ECD) is a comprehensive framework for describing the conceptual, computational and inferential elements of educational assessment. It emphasizes the importance of articulating inferences one wants to make and the evidence needed to support those inferences. At first blush, ECD and "educational data…
Descriptors: Educational Assessment, Psychometrics, Evidence, Computer Games
Okamoto, Toshio; And Others – Educational Technology Research, 1994
Describes the architecture of a distributed, networked, multimedia learning environment for macroeconomics, which employs gaming and simulation methods. Details include a conceptualization of the system and discussion of its function and structure. (JKP)
Descriptors: Computer Games, Computer Networks, Computer Simulation, Computer System Design
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Utsumi, Takeshi; Mogalhaes, Maria Rosa Abreu – Educational Media International, 1993
Describes accomplishments of the Global Systems Analysis and Simulation (GLOSAS) project from 1973 to the present, including a system for global peace gaming. The capabilities of interactive multimedia to link people across political and geographic boundaries for joint study, debate, research, planetary problem solving, and political action are…
Descriptors: Computer Games, Computer Networks, Computer Simulation, Foreign Countries
Stansberry, Domenic – NewMedia, 1995
Discusses the integration of CD-ROMs with online service producers. Highlights include publishing; LucasFilm's Habitat project; programs through Prodigy, CompuServe, America Online, and Philips Media; hybrid links to Internet sites; multiplayer games; virtual chat with avatars; and problems, including CD-ROM's slowness, download time, storage…
Descriptors: Computer Games, Computer Networks, Computer Software, Downloading
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Stanfel, Julie – Educational Media International, 1994
The National Film Board of Canada (NFB) is focusing on interactive and multimedia technologies, within the framework of a virtual commons, to promote the study of people, their environments, and their resources. (AEF)
Descriptors: Community Development, Computer Games, Computer Networks, Educational Development
Koch, Melissa – TECHNOS, 1994
Discusses girls' use of computers and examines why they are often discouraged and lose interest. Topics addressed include the issue of gender; gender bias in computer games; use of the Internet; exposure to technology; girls' preferences; educational reform; choosing software; technology programs for girls; all-girl classrooms; and role models.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Networks, Computer Science Education
Educational Media and Technology Yearbook, 1999
Provides annotated listings for current journals, books, ERIC documents, articles, and nonprint resources in the following categories: artificial intelligence/robotics/electronic performance support systems; computer-assisted instruction; distance education; educational research; educational technology; information science and technology;…
Descriptors: Annotated Bibliographies, Artificial Intelligence, Computer Assisted Instruction, Computer Games