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Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Clark Aldrich is the founder and Managing Partner of Clark Aldrich Designs, and is known as a global education visionary, industry analyst, and speaker. In this interview, he responds to questions about his ideas, his work, and his theories.
Descriptors: Educational Technology, Educational Games, Computer Simulation, Computer Games
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
Peer reviewed Peer reviewed
Jordan, Geoff – Simulation & Gaming, 1992
Examines how computer-based simulations can best be exploited for computer-assisted language learning. Three learning environments are discussed: (1) the classroom, (2) a computer lab, and (3) self-access. Various types of computer-based simulations are described, including sports, adventure games, management of resources, and branching stories.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software
Peer reviewed Peer reviewed
Banas, Ed Jr. – Inquiry, 1998
Describes the development of a course on public budgeting and finance, which integrated the use of SimCity Classic, a computer-simulation software, with traditional lecture, guest speakers, and collaborative-learning activities. Explains the rationale for the course design and discusses the results from the first semester of teaching the course.…
Descriptors: Classroom Techniques, Community Colleges, Computer Games, Computer Simulation
Peer reviewed Peer reviewed
Miller, Leslie; And Others – Interpersonal Computing and Technology, 1996
A lack of gender-sensitive computer games exacerbates female disinterest in technology. Girls-only focus groups revealed phenomena that may help software developers awaken girls' enthusiasm for computing. For instance, girls placed a premium on richly textured video and audio, on collaborating rather than competing, on interacting with male…
Descriptors: Computer Attitudes, Computer Games, Computer Simulation, Computer Software Development
Peer reviewed Peer reviewed
Duke, Richard D. – Simulation & Gaming, 1995
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Descriptors: Computer Games, Computer Simulation, Computer System Design, Design Requirements
Peer reviewed Peer reviewed
Shuker, Leon; And Others – Education and Computing, 1987
Three articles address different uses of computers in education. British inservice training for primary school teachers using microcomputer-based adventure software is described; fundings of two Canadian projects using computer teleconferencing are reviewed; and the use of computer-assisted instruction for primary school mathematics education is…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Concept Teaching
Riel, Margaret M.; Levin, James A. – 1985
The controversy over appropriate educational uses of computers is framed along a continuum based on the amount of support provided to the user. Software programs in which the user's role is to respond in a pre-determined structure (program controlled software) anchors one end of the continuum, while software which empowers the user to create new…
Descriptors: Authoring Aids (Programing), Computer Assisted Instruction, Computer Assisted Testing, Computer Games
Tonks, David; Long, George – Simulation/Games for Learning, 1989
Considers the value and success of computer based marketing simulations from the standpoint of both instructors and participants. Distinctions are drawn between simulations and games; applications in higher education in the United Kingdom are described; future possibilities are suggested; and hidden costs in adopting new innovations are examined.…
Descriptors: Adoption (Ideas), Business Administration Education, Computer Games, Computer Simulation
Peer reviewed Peer reviewed
Whitehill, Betty V.; McDonald, Barbara A. – Simulation & Gaming, 1993
Describes a study that investigated the effect of motivational variables on task persistence and performance in Navy technical training by giving students problems in a self-paced computer simulation game or drill with variable or fixed payoff points. Student responses to an evaluation questionnaire are discussed. (14 references) (LRW)
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Computer Simulation
Siraj-Blatchford, John; Whitebread, David – 2003
The rapid growth of information and communication technologies (ICT) has prompted concerns among parents, educators, and policymakers over the suitability of many educational applications and electronic toys for young children. This book provides information on how children from birth to age 6 develop an early awareness--and subsequently develop…
Descriptors: Child Development, Childhood Needs, Cognitive Development, Computer Games
De Laurentiis, E. C. – 1993
There is a lot of educational software on the market, but little of it can be said to be revolutionary. Despite all the talk about education and computers, the educational software revolution has yet to begin. All educational software can be placed in categories of games (edutainment), simulations, reference software, and tutorials. Choosing…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Managed Instruction