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Lusia Maryani Silitonga; Budi Dharmawan; Astrid Tiara Murti; Ting-Ting Wu – Journal of Educational Computing Research, 2024
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as…
Descriptors: Entrepreneurship, Intention, Competence, Simulation
Amanda M. Rosen; Lisa Kerr – Journal of Political Science Education, 2024
To what extent does educational gaming add value to more traditional instructional models in learning core concepts of national security and warfighting? This paper presents the results from a quasi-experimental, cross-sectional, and longitudinal study of students taking two standardized courses in the Joint Military Operations department at the…
Descriptors: Educational Games, Learning Processes, Student Attitudes, National Security
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Chui, Wing Hong; Khiatani, Paul Vinod; She, Minnie Heep Ching; Wong, Chak Chong – Innovations in Education and Teaching International, 2020
This article assesses how an interactive simulation game, a modified version of Simulated Society (hereinafter 'SIMSOC-modified'), was used for teaching a theoretical criminology course in a Hong Kong university. Its use was intended to enable students to experience inequalities, in terms of wealth and power. The primary focus was to observe how…
Descriptors: College Instruction, Criminology, Foreign Countries, Active Learning
Hwang, Mark – e-Journal of Business Education and Scholarship of Teaching, 2019
Using simulation to teach business related concepts has been shown to improve student performance and learning. Developed almost two decades ago, an Enterprise Resource Planning (ERP) simulation game has seen wide adoption in traditional classrooms. However, report of its use in online classes has been rare. This teaching note shares experiences…
Descriptors: Simulation, Educational Games, Asynchronous Communication, Online Courses
Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
Matta, Alfredo; Silva, Francisca De Paula Da; Amorim, António; Boaventura, Edivaldo – Asian Journal of Distance Education, 2018
Based on the 15 years long analysis on the investigation about the relationship between Research and Knowledge in History and the Development of Digital Technology for the teaching and research in this knowledge area, comes up an interpretation of the new contributions that the digital technologies are bringing for the knowledge in History, from…
Descriptors: Educational Technology, Technology Uses in Education, History Instruction, Knowledge Level
Seah, Erik Tiong Wee; Kaufman, David; Sauvé, Louise; Zhang, Fan – Journal of Educational Computing Research, 2018
This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and…
Descriptors: Mixed Methods Research, Older Adults, Computer Games, Computer Simulation
Rafferty, Anna N.; LaMar, Michelle M.; Griffiths, Thomas L. – Cognitive Science, 2015
Watching another person take actions to complete a goal and making inferences about that person's knowledge is a relatively natural task for people. This ability can be especially important in educational settings, where the inferences can be used for assessment, diagnosing misconceptions, and providing informative feedback. In this paper, we…
Descriptors: Inferences, Knowledge Level, Educational Games, Computer Simulation
Hwang, Mark I. – Journal of Information Systems Education, 2018
Much interest exists in using Enterprise Resource Planning simulation (ERPsim) games to help students learn complex concepts involved in Enterprise Resource Planning (ERP) systems. However, little research has explored factors that contribute to team performance during an ERPsim game. The current study investigated teamwork as a contributor to…
Descriptors: Teaching Methods, Educational Games, Simulated Environment, Planning
Adam Barger – William & Mary Educational Review, 2015
This article explored two complimentary frameworks for utilizing web-based simulation games in social studies classrooms and applied them in a media analysis of a popular web-based civics simulation. McCall's (2014) practical framework and Raphael, Bachen, Lynn, Mckee, and Baldwin-Philippi's (2010) approach provided a thorough construct for…
Descriptors: Computer Simulation, Web Sites, Video Games, Social Studies
Tsai, Fu-Hsing – Journal of Educational Computing Research, 2018
This study developed a computer-simulated science inquiry environment, called the Science Detective Squad, to engage students in investigating an electricity problem that may happen in daily life. The environment combined the simulation of scientific instruments and a virtual environment, including gamified elements, such as points and a story for…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Inquiry
Stansbury, Jessica A. – Teaching of Psychology, 2017
An interactive learning module was developed and implemented in a social psychology course to teach concepts of the "self" via self-exploration and game play using "The SIMS[superscript 3]." Students volunteered to play the computer video game throughout a 5-week summer session as a supplement to reading the chapter in the…
Descriptors: Social Psychology, Virtual Classrooms, Educational Games, Video Games
Borro-Escribano, Blanca; Del Blanco, Ángel; Torrente, Javier; Alpuente, Itziar Martínez; Fernández-Manjón, Baltasar – Educational Technology Research and Development, 2014
The exceptional success achieved by the Spanish National Transplant Organization (ONT) in recent years has made other countries highly interested in following this organization's methodologies. A good training program is one of the key elements of the ONT. Until 2012, the ONT training program was a paper-based case teaching method, and the small…
Descriptors: Foreign Countries, Training, Case Method (Teaching Technique), Simulation