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Lennon, Jeffrey L. – Simulation & Gaming, 2010
This study sought to evaluate the utility of a Web-based game on the topic of immunity, based upon the work of Nobel Prize winner Ileya Mechnikov. This was accomplished through postgame written debriefing with an oral debriefing follow-up. A qualitative case study was conducted in a nonformal home setting. The participant learned new information,…
Descriptors: Educational Games, Learning Strategies, Learning Experience, Internet

Baker, Ann C.; And Others – Simulation & Gaming, 1997
Simulations and games are designed to provide participants with an experiential context for reflection and learning in classrooms, corporate training centers, and community-based organizations. A conversational approach to debriefing sessions is one way to more deeply involve participants in exploring the meaning of their experience from multiple…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Experiential Learning

Petranek, Charles F. – Simulation & Gaming, 2000
Suggests the use of written debriefing, in addition to oral debriefing, to improve learning through simulations. Discusses journal writing; the written concept technique; letters; written answers; guidelines for writing; and the evaluation of written debriefing. (LRW)
Descriptors: Evaluation Methods, Guidelines, Journal Writing, Learning Strategies

Thatcher, Donald C. – Simulation & Gaming, 1990
Considers the nature of learning and examines the role of simulations and games in promoting learning. Topics discussed include relating general systems theory to the process of learning; Kolb's model of experiential learning; the debriefing process in games and simulations; and the role of the teacher. (13 references) (LRW)
Descriptors: Educational Games, Experiential Learning, Learning Strategies, Learning Theories

Bernstein, Jeffrey L.; Meizlish, Deborah S. – Simulation & Gaming, 2003
Examined whether differences in students' self-reported knowledge, cynicism, and political participation depended on whether their American government college course included a character-playing simulation involving members of Congress. Discusses research hypotheses and describes testing for immediate effects as well as after three years.…
Descriptors: Higher Education, Hypothesis Testing, Learning Strategies, Longitudinal Studies

Lederman, Linda C. – Simulation & Gaming, 1994
Review of the use of simulations and games in communication education over the past 25 years focuses on the nature of participation in simulations and games, the importance of debriefing, and implications of both for the relationships between students and teachers in the classroom. (LRW)
Descriptors: Communication (Thought Transfer), Educational Games, Higher Education, Learning Strategies

Hill, Jonnie L. – Simulation & Gaming, 2002
This simulation explores instruction that combines role-play with the word play of "The Three Pigs". Describes efforts to increase fluency and communicative competence in English among graduate English as Second Language students of various disciplines and nationalities and discusses debriefing, students' attitudes, and acceptance of…
Descriptors: Communicative Competence (Languages), English (Second Language), Foreign Students, Graduate Students

Klabbers, Jan H. G. – Simulation & Gaming, 2000
Discusses systems dynamics (SD) and considers the types of learning environments that can be designed on the basis of SD models. Highlights include social systems theory; classical systems theory and autopoietic systems theory; models of social systems; computer-based learning environments; simulation modes; and participative design of interactive…
Descriptors: Computer Assisted Instruction, Computer Simulation, Computer System Design, Educational Environment
Maxwell, Nan L.; Mergendoller, John R.; Bellisimo, Yolanda – Simulation & Gaming, 2004
This article argues that the merger of simulations and problem-based learning (PBL) can enhance both active-learning strategies. Simulations benefit by using a PBL framework to promote student-directed learning and problem-solving skills to explain a simulated dilemma with multiple solutions. PBL benefits because simulations structure the…
Descriptors: Learning Strategies, Problem Based Learning, Teaching Methods, Simulation

Washbush, John; Gosen, Jerry – Simulation & Gaming, 2001
Reports on a series of exploratory studies dealing with learning in total enterprise simulations among undergraduates. Examined the validity of simulations as learning tools; measured relationships between learning about the simulation and economic performance in the game; and explored whether some players learn more than others from the same…
Descriptors: Educational Games, Higher Education, Learning Processes, Learning Strategies

Asakawa, Tasia; Gilbert, Nigel – Simulation & Gaming, 2003
Draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M ames. These types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology

Freiermuth, Mark R. – Simulation & Gaming, 2002
Discusses a simulation used with computer science students studying English for specific purposes in a university technical writing class in Japan. Highlights include building a paper bridge as a project team; writing a technical proposal as a team; language learning goals; influence of a group's ability to work as a team; and student motivation.…
Descriptors: Collaborative Writing, Computer Science Education, Educational Objectives, English (Second Language)

Leemkuil, Henny; de Jong, Ton; de Hoog, Robert; Christoph, Noor – Simulation & Gaming, 2003
Describes the development of a collaborative Internet-based simulation game for learning to solve knowledge management problems. The game builds on two starting points: on psychological and pedagogical developments in learning and instruction, and on a perceived need for better training of people working in the emerging field of knowledge…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Cooperative Learning
Peters, Vincent A. M.; Vissers, Geert A. N. – Simulation & Gaming, 2004
Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…
Descriptors: Games, Classification, Research Methodology, Training Methods

Whitehill, Betty V.; McDonald, Barbara A. – Simulation & Gaming, 1993
Describes a study that investigated the effect of motivational variables on task persistence and performance in Navy technical training by giving students problems in a self-paced computer simulation game or drill with variable or fixed payoff points. Student responses to an evaluation questionnaire are discussed. (14 references) (LRW)
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Computer Simulation
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