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Jordan Tinsley; Amanda Stead; Brittany Halladay – Perspectives of the ASHA Special Interest Groups, 2024
Purpose: This study aimed to explore students' learning outcomes as a result of participating in a simulated aphasia escape room related to (a) the development of aphasia assessment and treatment self-efficacy, (b) students' perceptions of the experience, and (c) overall student performance on escape room tasks. Method: Thirty-six first-year…
Descriptors: Self Efficacy, Aphasia, Graduate Students, Computer Simulation
Klein, Michael G.; Jackson, Peter L.; Mazereeuw, Miho – Decision Sciences Journal of Innovative Education, 2022
Effective disaster response requires time-critical decisions to get personnel and supplies to the right places as quickly as possible. Such operations are complicated by the need for coordination among multiple stakeholders. In this teaching brief, we describe a serious online game for humanitarian logistics courses called the "Disaster…
Descriptors: Social Values, Natural Disasters, Emergency Programs, Decision Making
Chuang, Ming-Ling – Management Teaching Review, 2020
Supply chain management (SCM) is a complex business discipline because it combines the concepts of forecasting, inventory management, logistics and distribution, vertical and horizontal integration, and global issues. This complexity creates a challenge when teaching the concepts to both undergraduate and graduate students. A web-based computer…
Descriptors: Supply and Demand, Computer Simulation, Web Based Instruction, Educational Games
Khatri, Puja; Raina, Khushboo; Wilson, Caroline; Kickmeier-Rust, Michael – Assessment & Evaluation in Higher Education, 2020
The selection of career paths and making of academic choices is a difficult and often confusing task for young people. The impact on their lives, however, is enormous as it can determine entire future career possibilities. In India, a general remedy to this stress is that instead of choosing a field of study tailored to individual preferences and…
Descriptors: Learning Analytics, Competence, Career Planning, Computer Simulation
Arnold, Uwe; Söbke, Heinrich; Reichelt, Maria – Education Sciences, 2019
Simulation games offer a safe space to experiment with system models and provide learning experiences about interdependencies and thus, are considered to foster the development of a deeper understanding of systems. This article describes the use of SimCity in the university course Infrastructure Management, which has been in continuous operation…
Descriptors: Educational Games, Computer Games, Computer Simulation, Engineering Education
Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
McGregor, Gillian; Bartle, Emma – Australasian Journal of Educational Technology, 2019
The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of…
Descriptors: Educational Games, Psychology, Graduate Students, Instructional Effectiveness
Pappa, Giouli; Papadima-Sophocleous, Salomi – Research-publishing.net, 2018
"Serious Games [SGs] are applications combining educational content with gameplay by integrating learning objectives into a game-like environment" (Thillainathan & Leimeister, 2014, p. 1). However, they have not been used much in language teacher education and training (Ulicsak, 2010). This paper describes the design of…
Descriptors: Educational Games, Second Language Learning, Computer Assisted Instruction, Creative Writing
Costin, Yvonne; O'Brien, Michael P.; Slattery, Darina M. – International Journal of Teaching and Learning in Higher Education, 2018
Entrepreneurs need to develop a range of skills to be successful, including skills in decision making, risk management, problem solving, communication, and teamwork. Games and simulations are increasingly being used in both academia and business to encourage such skills development. This paper describes a business simulation module whereby…
Descriptors: Foreign Countries, Graduate Students, Business Administration Education, Entrepreneurship
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
Caruana, Albert; La Rocca, Antonella; Snehota, Ivan – Journal of Marketing Education, 2016
Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…
Descriptors: Marketing, Business Administration Education, Educational Games, Student Satisfaction
Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara – International Journal of Game-Based Learning, 2013
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…
Descriptors: Computer Simulation, Computer Games, Educational Games, Teamwork
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
Beckmann, Elizabeth A.; Mahanty, Sango – Australasian Journal of Educational Technology, 2016
This paper presents selected findings from a 5-year design-based research case study of the evolution of an online role play that allows postgraduate students to explore the complexities inherent in land rights negotiations between indigenous peoples and others. In the context of Laurillard's (2002) conversational framework and a design-based…
Descriptors: Foreign Countries, Graduate Students, Role Playing, Integrated Learning Systems
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