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Michael Fowler – Journal of Political Science Education, 2025
Wargames and crisis simulations can be useful pedagogical tools when deliberately used. This paper explores the spectrum of pedagogical objectives; what use are wargames for learning? What types of objectives can they explore? How do you align the learning objectives with the right type of game? The paper leverages Bloom's Taxonomy of learning as…
Descriptors: College Students, College Faculty, Educational Games, Computer Games
Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
Lindroth, Linda – Teaching Pre K-8, 2005
This article describes new presentation tools and game shows that can make the classroom into a learning stage. RM Easiteach Studio, a presentation software from RM Educational Software, provides teaching tools for use on any interactive whiteboard. Classroom Jeopardy[R] from Educational Insights includes a scoreboard/base control unit, three…
Descriptors: Student Motivation, Educational Games, Integrated Curriculum, Computer Software Selection
Crowe, Suzy; Penney, Elaine – 1995
This book is the first volume in the "Kids and Computers" series, a series of books designed to help adults easily use high-quality, developmentally appropriate software with children. After reviewing the basics of selected software packages (how to start the program, stop the program, move around, and use special keys) several ideas and…
Descriptors: Class Activities, Computer Games, Computer Software, Computer Software Selection
American Ground Water Trust, Dublin, OH. – 1990
More than 13 million privately-owned wells and over 100,000 public water supply sources pump ground water to approximately 123 million Americans daily for personal, commercial, industrial, and agricultural uses. Yet, even as the nation's need for water grows, the prevailing lack of public knowledge and understanding about this resource leads to…
Descriptors: Activity Units, Computer Games, Computer Software Selection, Conservation Education
Buckleitner, Warren – Child Care Information Exchange, 1996
Reviews children's software packages: (1) "Fun 'N Games"--nonviolent games and activities; (2) "Putt-Putt Saves the Zoo"--matching, logic games, and animal facts; (3) "Big Job"--12 logic games with video from job sites; (4) "JumpStart First Grade"--15 activities introducing typical school lessons; and (5) "Read, Write, & Type!"--progressively…
Descriptors: Computer Games, Computer Software, Computer Software Reviews, Computer Software Selection
Savill-Smith, Carol; Kent, Phillip – 2003
The m-learning project is a 3-year, pan-European research and development study which aims to use portable technologies to provide learning experiences relating to literacy and numeracy skill development for young adults aged 16-24 who are outside full-time formal education settings, and to promote the development and achievement of lifelong…
Descriptors: Access to Education, Cognitive Style, Computer Software Selection, Computer Uses in Education