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Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
Smith, Stephen W.; Daunic, Ann P.; Algina, James; Pitts, Donna L.; Merrill, Kristen L.; Cumming, Michelle M.; Allen, Courtney – Journal of Emotional and Behavioral Disorders, 2017
Maladaptive adolescent behavior patterns often create escalating conflict with adults and peers, leading to poor long-term social trajectories. To address this, school-based behavior management often consists of contingent reinforcement for appropriate behavior, behavior reduction procedures, and placement in self-contained or alternative…
Descriptors: Self Control, Student Behavior, Emotional Disturbances, Behavior Disorders
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Cole, Anne; Berge, Zane L. – Journal of Educational Technology, 2009
Corporate training professionals led the explosion of e-learning solutions in the 1990s. Yet in 2008, as new generations of technology-savvy, computer games-oriented employees are entering the workforce, corporate training departments are far behind universities in exploring the use of virtual worlds like Second Life or Protosphere as platforms…
Descriptors: Corporate Education, Training, Electronic Learning, Computer Assisted Instruction
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Filipczak, Bob – Training, 1997
Describes how computer games can be adapted and used for training. Discusses elements of a well-designed computer-based training course. (JOW)
Descriptors: Adult Education, Computer Assisted Instruction, Computer Games, Material Development
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Holsbrink-Engels, Geralien A. – Simulation & Gaming, 1997
Examines design and evaluation of computer-based role-playing. University students (n=41) were divided into two groups to use instructional programs with and without computer-based role-playing. Findings indicated that computer-based role-playing enhanced interpersonal skills development by employing a conversational model, offering opportunities…
Descriptors: College Students, Computer Assisted Instruction, Computer Games, Computer Simulation