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Showing 1 to 15 of 41 results Save | Export
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Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael – Simulation & Gaming, 2013
In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…
Descriptors: Foreign Countries, Computer Games, Public Policy, Policy Formation
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Montola, Markus – Simulation & Gaming, 2012
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game…
Descriptors: Epistemology, Social Theories, Social Environment, Cultural Context
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Stenros, Jaakko; Waern, Annika; Montola, Markus – Simulation & Gaming, 2012
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Descriptors: Design, Evaluation Methods, Evaluation Problems, Research Methodology
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Kovalik, Cindy L.; Kuo, Chia-Ling – Simulation & Gaming, 2012
This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…
Descriptors: Computer Games, Educational Games, Computer Simulation, Innovation
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Luealamai, Sutha; Panijpan, Bhinyo – Simulation & Gaming, 2012
The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…
Descriptors: Foreign Countries, Learning Modules, Science Instruction, Pilot Projects
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Koh, Elizabeth; Kin, Yeo Gee; Wadhwa, Bimlesh; Lim, John – Simulation & Gaming, 2012
With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the…
Descriptors: Foreign Countries, Teacher Attitudes, College Faculty, Barriers
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Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars – Simulation & Gaming, 2012
Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…
Descriptors: Foreign Countries, Computer Games, Educational Games, Computer Simulation
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Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
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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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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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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War
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Yeo, Gee Kin – Simulation & Gaming, 1991
Discussion of computerized simulation games focuses on the organization and use of data dictionaries to support more flexible development and maintenance of game administration systems and participants' decision support systems. The roles of game designers, game administrators, and game participants are discussed. (12 references) (LRW)
Descriptors: Computer Games, Computer System Design, Databases, Decision Support Systems
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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
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