Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 4 |
Descriptor
Computer Simulation | 5 |
Participation | 5 |
Classification | 2 |
Computer Mediated… | 2 |
Computers | 2 |
Educational Change | 2 |
Educational Technology | 2 |
Foreign Countries | 2 |
Games | 2 |
Instructional Design | 2 |
Interaction | 2 |
More ▼ |
Source
American Journal of Evaluation | 1 |
International Journal of… | 1 |
Simulation & Gaming | 1 |
Simulation/Games for Learning | 1 |
Theory Into Practice | 1 |
Author
Alexander, Bryan | 1 |
Crookall, David | 1 |
DeMers, Michael N. | 1 |
Martin, Allan | 1 |
Meijer, Sebastiaan A. | 1 |
Newcomer, Kathryn E. | 1 |
Olejniczak, Karol | 1 |
Tsuchiya, Shigehisa | 1 |
Publication Type
Journal Articles | 5 |
Reports - Descriptive | 5 |
Opinion Papers | 1 |
Education Level
Higher Education | 2 |
Adult Education | 1 |
Elementary Secondary Education | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Olejniczak, Karol; Newcomer, Kathryn E.; Meijer, Sebastiaan A. – American Journal of Evaluation, 2020
Evaluation professionals need to be nimble and innovative in their approaches in order to be relevant and provide useful evidence to decision-makers, stakeholders, and society in the crowded public policy landscape. In this article, we offer serious games as a method that can be employed by evaluators to address three persisting challenges in…
Descriptors: Evaluation Methods, Stakeholders, Participation, Evaluation Utilization
Tsuchiya, Shigehisa – Simulation & Gaming, 2011
The author's personal journey regarding simulation and gaming started about 25 years ago when he happened to realize how powerful computerized simulation could be for organizational change. The metaphors created by computerized simulation enabled him to transform a stagnant university into a high-performance organization. Through extensive…
Descriptors: Foreign Countries, Organizational Change, Organizational Development, Games
DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
Alexander, Bryan – Theory Into Practice, 2008
Students are, increasingly, digital content producers, and participate extensively in evolving online social networks. The emergence of the former represents subtle changes in students' experience of images, audience, copyright, ownership of learning, and technology. Experiencing the latter places students in an awkward position in terms of…
Descriptors: Intellectual Property, Educational Technology, Visual Environment, Social Networks
Crookall, David; Martin, Allan – Simulation/Games for Learning, 1985
Examines relationships between the two major components of computer simulations, the computer and participants; highlights major differences between computer-assisted, computer-based, and computer-controlled simulations; and describes three computer-assisted simulations to illustrate the interdependence of the major components. (MBR)
Descriptors: Classification, Communication (Thought Transfer), Computer Simulation, Computers