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Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin – Simulation & Gaming, 2006
Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…
Descriptors: Computer Simulation, Biochemistry, Foreign Countries, High Schools
Jarmon, Leslie; Keating, Elizabeth – Simulation & Gaming, 2008
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for…
Descriptors: Transformative Learning, Learning Experience, Computer Assisted Instruction, Educational Technology
Peer reviewedNehring, Wendy M.; Ellis, Wayne E.; Lashley, Felissa R. – Simulation & Gaming, 2001
Describes the human patient simulator and discusses the value of this technology for undergraduate and graduate nursing education, research, and evaluation. Highlights include an example of the use of the simulator; critical incident nursing management as a framework for instruction using the simulator; and administrative considerations. (LRW)
Descriptors: Administration, Computer Simulation, Critical Incidents Method, Evaluation Methods
Peer reviewedAsakawa, 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
Peer reviewedHorn, Robert E. – Simulation & Gaming, 1995
"The Guide to Simulations/Games for Education and Training" was the authoritative reference book for the field from 1970 to 1985. Describes technological developments and changes in the field and the four editions that were created as a result of those changes. (AEF)
Descriptors: Change, Computer Games, Computer Simulation, Educational Technology
Peer reviewedYeo, Gee Kin; Tan, Seng Teen – Simulation & Gaming, 1999
Describes work at the National University of Singapore on the Internet in expanding a simulation game used in supporting a course in decision technology. Topics include decision support systems, multilingual support for cross-cultural decision studies, process support in a World Wide Web-enhanced multiuser domain (MUD) learning environment, and…
Descriptors: Computer Assisted Instruction, Computer Simulation, Cross Cultural Studies, Decision Making Skills
Peer reviewedMillians, David – Simulation & Gaming, 1999
Describes the age-related developmental issues that typically confront teachers and writers in developing and implementing educational simulation/games. Examines physical, personal and social, language, and cognitive factors. Discusses the steps taken in creating a 16-week simulation for 10- and 11-year olds. Provides a source list of games and…
Descriptors: Adolescents, Cognitive Processes, Computer Games, Computer Simulation
Peer reviewedGosen, Jerry; Washbush, John – Simulation & Gaming, 1999
Describes and contrasts the two authors' teaching styles. Proposes dimensions on which simulation teaching style and game administration design might vary. Argues that teaching style and game design have a considerable impact on learning-related outcomes from simulation. Recommends that the relationship between teacher/administrator behaviors,…
Descriptors: Computer Simulation, Decision Making, Educational Games, Educational Research
Peer reviewedBarlas, Yaman; Diker, Vedat Guclu – Simulation & Gaming, 2000
Presents an interactive simulation model on which the academic aspects of university management can be analyzed and alternative management strategies tested. Focuses specifically on long-term, dynamic, strategic management problems and yields performance measures about the fundamental activities in a university that can support strategic…
Descriptors: College Administration, Computer Assisted Instruction, Computer Simulation, Decision Making
Peer reviewedGold, 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
Peer reviewedFandt, Patricia M.; And Others – Simulation & Gaming, 1990
Describes a study that examined the effects of goal setting on undergraduate students competing in a computerized business simulation. Group cohesiveness is discussed, treatments for the experimental and control groups are described, perceived team success is measured, and team simulation performance is evaluated. (30 references) (LRW)
Descriptors: Academic Achievement, Business Education, Computer Simulation, Conflict
Peer reviewedChristopher, 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
Jarmon, Leslie; Keating, Elizabeth; Toprac, Paul – Simulation & Gaming, 2008
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for…
Descriptors: Transformative Learning, Learning Experience, Computer Assisted Instruction, Educational Technology
Schilling, Martin S.; Mulford, Matthew A.; Geiger, Ingmar R. – Simulation & Gaming, 2006
In this article, the authors introduce a new feature to model the collective bargaining process: a two-level game setting with direct learner-expert interaction. In the simulation ZUG UM ZUG 2015, participants form union and management negotiation teams to negotiate with each other (first level) and with a management or union "tariff…
Descriptors: Foreign Countries, Collective Bargaining, Unions, Contracts
Peer reviewedWarren, James R.; And Others – Simulation & Gaming, 1997
Discusses how simulation technology for the analysis of information systems (IS) supports human decision making. Examines online help and knowledge-based support, graphics, and visual interactive simulation (VIS) and animation. Concludes that there are opportunities to improve the decision support role of simulation technology in IS with enhanced…
Descriptors: Animation, Computer Graphics, Computer Interfaces, Computer Simulation

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