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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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Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
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Duke, Richard D. – Simulation & Gaming, 1995
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Descriptors: Computer Games, Computer Simulation, Computer System Design, Design Requirements