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Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
Bell, Margaret E. – Educational Technology, 1985
Suggests use of instructional theory to generate criteria for evaluating microcomputer courseware and describes one approach to its use. This approach identifies skills that the three courseware types--drill and practice, tutorial, and simulation--can teach, and then selects the instructional theory that most specifically addresses the identified…
Descriptors: Courseware, Drills (Practice), Evaluation Criteria, Instructional Improvement
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