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Harteveld, Casper; Guimaraes, Rui; Mayer, Igor S.; Bidarra, Rafael – Simulation & Gaming, 2010
Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a…
Descriptors: Design, Philosophy, Educational Games, Play
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Peterson, Mark – Simulation & Gaming, 2010
This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have…
Descriptors: Computer Assisted Instruction, Educational Technology, Games, Psycholinguistics
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Weir, Kimberly; Baranowski, Michael – Simulation & Gaming, 2011
To understand world politics, one must appreciate the context in which international systems develop and operate. Pedagogy studies demonstrate that the more active students are in their learning, the more they learn. As such, using computer simulations can complement and enhance classroom instruction. CIVILIZATION is a computer simulation game…
Descriptors: Computer Simulation, Active Learning, International Relations, Political Issues
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Mayer, Igor S. – Simulation & Gaming, 2009
This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…
Descriptors: Policy Analysis, Public Policy, Simulation, Computer Simulation
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Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development
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Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
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Gold, Steven C. – Simulation & Gaming, 1998
Discusses the design and use of intelligent tutoring systems (ITS) for computerized business simulations. Reviews the use of ITS as an instructional technology; presents a model for ITS-based business simulations; examines the user interface and link between the ITS and simulation; and recommends expert-consultant diagnostic testing, and…
Descriptors: Artificial Intelligence, Business, Computer Assisted Instruction, Computer Interfaces
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Christopher, Elizabeth M. – Simulation & Gaming, 1999
Compares the advantages and disadvantages of using simulation games as a teaching tool. Describes some tactics to turn disadvantages into advantages, and concludes by describing the role of the game leader as crucial to learning outcomes. (Author/AEF)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Simulation
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Ruben, Brent D. – Simulation & Gaming, 1999
Presents an overview of the evolution of experiential instruction theory and practice from its popular emergence in the late 1960s through the present. Simulations, games, and other experience-based instructional methods have had a substantial impact on teaching concepts and applications during this period, and have influenced traditional…
Descriptors: Active Learning, Computer Simulation, Conventional Instruction, Educational Development
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Strohschneider, Stefan; Gerdes, Jurgen – Simulation & Gaming, 2004
Emergency management training programs have been developed mostly for trainees from high-risk environments such as aviation or the chemical industry. This article describes a training program for staff members from low-risk environments such as hospitals or hotels, where the awareness of potential dangers is usually low and emergency plans are…
Descriptors: Computer Simulation, Hospitals, Administrative Organization, Training Methods
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Pray, Thomas F.; Gold, Steven – Simulation & Gaming, 1991
Reviews 10 computerized business simulations used to teach business policy courses, discusses problems with measuring performance, and presents a statistically based approach to assessing performance that permits individual team goal setting as part of the computer model, and allows simulated firms to start with different financial and operating…
Descriptors: Algorithms, Business Administration Education, Comparative Analysis, Computer Simulation