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Showing 1 to 15 of 38 results Save | Export
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Bull, Prince Hycy, Ed.; Keengwe, Jared, Ed. – IGI Global, 2019
Digital integration is the driving force of teaching and learning at all levels of education. As more non-traditional students seek credentialing, certification, and degrees, institutions continue to push the boundaries of innovative practices to meet the needs of diverse students. Programs and faculty have moved from merely using technology and…
Descriptors: Technology Integration, Technological Advancement, Learner Engagement, Story Telling
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Duke, Richard D. – Simulation and Games, 1980
Presents nine steps for game design, and discusses why particular formats were used in the design of five games: CONRAIL Railroad Deregulation, Montauk Exercise, Geothermal Energy, Simulated Nutrition System, and Human Settlement. (CMV)
Descriptors: Design, Educational Games, Game Theory, Guidelines
Koeninger, Jimmy G.
The guidebook for the teacher-coordinator of distributive education presents abstracts of 57 games and simulations. Each abstract provides a brief overview of the game or simulation, as well as author, publisher, cost, copyright date, time required, and number of players required. The abstracts are sequenced in alphabetical order. A topical index…
Descriptors: Abstracts, Directories, Distributive Education, Educational Games
Cryer, Patricia – Simulation/Games for Learning, 1989
Examines the literature on marketing and uses the four elements of product, price, place, and promotion to elicit guidance for those who wish to market educational games, simulations, and workshops. Devising a marketing strategy centered on the customer is discussed, and the distinction between goods and services is described. (11 references)…
Descriptors: Costs, Educational Games, Instructional Materials, Marketing
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Pettegrew, Loyd S. – Simulation and Games, 1979
Explores many facets of paradoxical communication in interpersonal encounters; and presents a structured interpersonal exercise which provides students with experiential learning in how to identify and deal effectively with many subtle manifestations of paradoxical communication. (Author/CMV)
Descriptors: Communication (Thought Transfer), Educational Games, Experiential Learning, Interpersonal Relationship
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Gohring, Ralph J. – Simulation and Games, 1979
A case study describing the process involved in publishing a personally developed simulation game including finding a publisher, obtaining a copyright, negotiating the contract, controlling front-end costs, marketing the product, and receiving feedback from users. (CMV)
Descriptors: Copyrights, Costs, Educational Games, Feedback
Zelmer, Amy E.; Zelmer, A. C. Lynn – Simulation/Games for Learning, 1979
Presents critical issues including mechanics, literacy and terminology, usual learning style, participant background, verbal and nonverbal language use, and initial activities which experiential learning facilitators should consider when working in developing countries. (CMV)
Descriptors: Developing Nations, Educational Games, Experiential Learning, Group Dynamics
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Klabbers, Jan – Simulation and Games, 1980
Discusses general structure and specification guidelines for interactive simulation/games, which include development of a computer simulation model, embedding the model in an interactive simulation, and embedding the simulation in a game. An outline following these guidelines is presented for the development of DENTIST, a dental health care…
Descriptors: Case Studies, Computer Assisted Instruction, Dental Health, Educational Games
Gardner, Martin – Scientific American, 1979
Discusses some mathematical games concerning the packing of squares. (HM)
Descriptors: Educational Games, Game Theory, Games, Mathematical Applications
Koeninger, Jimmy G.
The decision-making game is built on a model which adheres to the economic principles of supply and demand. Game participants are faced with the task of generating profit in a simulated competitive situation. The game provides the opportunity for participants to gain a greater understanding of: (1) the relationship between income and costs and…
Descriptors: Decision Making, Economics, Economics Education, Educational Games
Heilman, James M.; Freund, John Dean – 1974
This teacher's guide grew out of an environmental education project involving personnel from the Ohio State School for the Deaf, the Worthington (Ohio) Outdoor Education Department, and teachers and pupils in one of the Worthington elementary schools. The guide is divided into four parts: Background Information, Strategies (for involving students…
Descriptors: Community Surveys, Educational Games, Elementary School Students, Environmental Education
Lockheed Missiles and Space Co., Sunnyvale, CA. Education Systems. – 1977
Personal finance is the subject of this career oriented gaming/simulation manual for grades 7-9. Directly linked to basic skills in reading and mathematics, each game or simulation contains the following: a summary of each activity; a statement of learning objective(s) keyed to skill areas; a teacher's guide; and student activity sheets and…
Descriptors: Basic Skills, Career Awareness, Educational Games, Junior High Schools
Delaware Univ., Newark. Coll. of Education. – 1974
Superport is a learning experience which requires students to examine how a superport and its related industries will affect the marine environment of a given geographical area. The activity is designed to provide roles for up to 90 students. The simulation begins with the students defining factors that might be related to the installation of a…
Descriptors: Educational Games, Environment, Instructional Materials, Oceanography
Plummer, Charles M. – 1974
Research investigated the effect of participation by college students in the "School Game" upon changes in their attitudes toward educational games. The simulation game used was based on Kelman's theory of social influence and attitude change in which three processes--compliance, identification, and internalization--produce attitude change.…
Descriptors: Attitude Change, College Students, Educational Games, Educational Research
Covert, Anita; Thomas, Gordon L. – 1978
Games and simulations can be thought of as experiential learning activities for classroom use. Games are activities in which people agree to abide by a set of conditions in order to attain a desired state or end, and simulations are activities that model reality. In this publication, it is suggested that five dimensions be considered in…
Descriptors: Class Activities, Educational Games, Educational Theories, High Schools
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