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OECD Publishing, 2023
Schools are facing increasing demands to prepare students for rapid economic, environmental and social changes, for jobs that have not yet been created, for technologies that have not yet been invented, and to solve social problems that have not yet been anticipated. Underpinning the E2030 project is the premise that education needs to do more…
Descriptors: Educational Trends, Trend Analysis, Futures (of Society), Mathematics Education
Lloyd-Zannini, Lou – Understanding Our Gifted, 2011
In this article, the author talks about building resilience--that ability to push through hardship to success, to rebound from failure, and to "keep on keepin' on" when things seem impossible. The author assert that lots of gifted and talented kids need help building their resilience. In today's world, when striving for mediocrity can…
Descriptors: Academically Gifted, Young Children, Resilience (Psychology), Teacher Role
Smeets, Jeroen B. J.; Louw, Stefan – Journal of Experimental Psychology: Human Perception and Performance, 2007
It has been proposed that it is possible to decompose changes in variability of human motor behavior into 3 independent components: covariation, task tolerance, and stochastic noise. The authors simulate learning to throw accurately and show that for this task the proposed analysis does not give an unambiguous answer to the question of what the 3…
Descriptors: Motor Development, Psychomotor Skills, Simulation, Statistical Analysis
Moody, Patricia G.; Matthews, Anne L. – Balance Sheet, 1980
Discusses ways to teach word processing without equipment expenditures. These include development of basic secretarial skills, machine transcription skills, and supervisory skills; and use of model office simulations. (SK)
Descriptors: Business Skills, Curriculum Development, Office Occupations Education, Simulation
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

Keene, Peter – Journal of Geography in Higher Education, 1988
Argues that physical geographers should be able to articulate ideas, sustain a coherent argument, present a case confidently to a critical audience, and be able to operate effectively within groups. Presents two simulations which emphasize integration, synthesis, and presentation of material, thereby teaching academic content and developing…
Descriptors: Classroom Techniques, Communication Skills, Geography, Geography Instruction
Wehrenberg, Stephen B. – Personnel Journal, 1986
Explains why simulation is a particularly useful teaching device in areas in which it is important to tie together cognitive skills and motor skills into total performance. Discusses the many forms simulation can take in soft skills training and how simulations can shape perspectives. (CT)
Descriptors: Cognitive Development, Decision Making Skills, Motor Development, Problem Solving

Westwood, Marvin – Simulation & Gaming, 1994
Reviews the rationale for the use of simulation and game exercises as part of counselor education programs. Counselor competencies in the areas of knowledge, skills, and self-awareness are discussed; and the use of experience-based learning activities is explained, including the debriefing stage. (Contains three references.) (LRW)
Descriptors: Competence, Counselor Training, Educational Games, Experiential Learning
Rooze, Gene E. – 1983
This paper examines the use of the computer as a mediating device and explores its influence on the social studies curriculum. A variety of software uses are analyzed, including drill and practice, tutorials, computerized databases, and simulations. The possible effects these uses can have are examined in terms of two views of social studies…
Descriptors: Computer Assisted Instruction, Computer Programs, Computer Simulation, Databases

Thomson, Douglas R. – Journal of Educational Technology Systems, 1989
Examines the degree of fidelity required of a computer simulation to ensure maximum transfer of training. Simulators used in the military services for training pilots are described; relationships between fidelity, transfer, and cost are explored; and feedback to the student and measures of training effectiveness are discussed. (nine references)…
Descriptors: Computer Simulation, Cost Effectiveness, Feedback, Flight Training
Epstein, Robert – Educational Technology, 1993
Describes generativity theory based on the probabilities of many behaviors that are in competition and considers its effect on creativity. Topics discussed include previous and current generativity research, including behavior charts and frequency profiles; computer simulations; skills that improve generative processes; and creativity training in…
Descriptors: Behavioral Science Research, Behavioral Sciences, Charts, Computer Simulation
Genet, Russell M. – 1988
This report consists of several papers written, but not published, during the course of the WARNET study of requirements for a network of relatively low-cost, interconnected combat simulators for use in training pilots for combat readiness. It is projected that such a network would allow a number of aircraft to fight each other in simulated but…
Descriptors: Aircraft Pilots, Computer Networks, Computer Simulation, Flight Training
Pearson, Margot; Smith, David – Simulation/Games for Learning, 1986
Considers nature of debriefing, its central importance in experience-based learning, and its relationship to briefing, as well as debriefing's purposes, their relationship to different types of knowledge being processed, and various ways to organize the process. Suggestions to make the debriefing experience more effective are presented. (MBR)
Descriptors: Definitions, Educational Games, Experiential Learning, Instructional Effectiveness

Branwyn, Gareth – Futurist, 1986
Role-playing games and simulations offer revolutionary ways to learn and solve problems. Some games/simulations that can be used to explore and evaluate possible futures are described. The future of educational games is also discussed. (RM)
Descriptors: Computers, Educational Games, Futures (of Society), Higher Education

Ohlsson, Stellan – Scandinavian Journal of Educational Research, 1983
Newell and Simon's new theory of thinking is summarized and some educational implications developed. The enaction theory implies that thinking is a skill and should be taught like other skills, by teaching methods of how to perform it. The traditional theory of thinking and its influence are briefly discussed. (Author/MH)
Descriptors: Cognitive Ability, Cognitive Processes, Cognitive Structures, Deduction
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