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Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video

Education and Computing, 1987
Lists key topics considered in four discussion groups at a working conference sponsored by the International Federation for Information Processing (IFIP) in 1987. Topics include effective teacher education; introducing new technology; teacher behavior; lack of software; simulation programs; program evaluations; and the information and…
Descriptors: Computer Software, Discussion Groups, Educational Technology, Professional Development

Galloway, Shane – Journal of Adventure Education and Outdoor Learning, 2002
A review of research in cognitive and social psychology reveals the importance of situation assessment in the development of decision-making expertise. A naturalistic training model is presented for outdoor leaders that includes training for ill-structured problems, a heavy workload, time stress, and high stakes, as well as multiple players and…
Descriptors: Adventure Education, Cognitive Psychology, Crisis Management, Decision Making
Potter, Tom; Duenkel, Nickey – Pathways: The Ontario Journal of Outdoor Education, 1996
Two day-long college events--wilderness orienteering and a role-playing canoe trip into the past--illustrate ingredients critical for experiential learning: active learning, student focus, clear purpose, emotional investment and risk, holistic engagement, mixture of content and process, stepping outside one's comfort zone, meaningful…
Descriptors: Canoeing, College Students, Experiential Learning, Foreign Countries