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Chris A. Rasmussen – American Journal of Play, 2025
The author discusses how social scientists and psychologists in the late 1960s and early 1970s devised the board games Ghetto, Blacks & Whites, and El Barrio to teach students in college and high school about racism, racial segregation, and poverty in American society. But, he also argues, these games assumed that poor Black and Latino…
Descriptors: Educational Games, Racism, Racial Segregation, Poverty
WeiHsuan Lo; Erin C. Wachter; Chelsea R. Miller – Journal of Educational Research and Innovation, 2023
In an ever-changing emotional, psychological, and physically developing world of education, it is important for educators to adapt creative skills to meet learners' needs. It is paramount for educators to develop creative skills to meet the needs of their learners and demonstrate effective classroom management. There is a gap between preservice…
Descriptors: Creativity, Self Efficacy, Classroom Techniques, Game Based Learning
Nikolaos Pellas – Computers in the Schools, 2024
There is substantial evidence that incorporating interactive environments for game-based instruction has a significant potential to support the development of computational thinking and programming skills in primary education students. However, it is not clear whether a simulation game (SG) with different user interface elements, created via…
Descriptors: Foreign Countries, Extracurricular Activities, Computer Science Education, Elementary School Students
Layth, Heather-Ann – Teaching Sociology, 2023
First-generation and working-class (FGWC) students bring a different set of life experiences to the classroom than students of privilege. As an instructor from an FGWC background, I use the poverty simulation game Spent! to make economic stratification understandable to students who have led lives of economic privilege and bring FGWC…
Descriptors: First Generation College Students, Working Class, College Students, Student Experience
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
Goli, Amir; Teymournia, Fatemeh; Naemabadi, Maedeh; Garmaroodi, Ali Andaji – Education and Information Technologies, 2022
The present article introduces and develops an educational tool as an interactive digital game for architectural design, allowing the architectural students to challenge their knowledge and experiences. The framework of this educational tool supports a serious open-ended game, which helps students get involved with the game through self-assessment…
Descriptors: Architectural Education, Building Design, Educational Games, Video Games
Scott, Rebecca A.; Rutner, Stephen M. – Information Systems Education Journal, 2020
This article illustrates the benefits of off the shelf simulation software to increase learning for students in the classroom. Furthermore, the use of a computer game presents a unique opportunity for increased understanding of transportation fundamentals in a fun environment. Another benefit is that the use of the simulation helps Millennial…
Descriptors: Educational Games, Transportation, Teaching Methods, Supply and Demand
Glover, Kevin R.; Bodzin, Alec – TechTrends: Linking Research and Practice to Improve Learning, 2021
Career and Technical Education (CTE) Emerging Health Professional (EHP) programs are primarily populated by female students in the U.S. The development and testing of innovative educational models such as serious simulation games have been suggested for greater internalization of hand hygiene best practices behaviors for EHP students, but 50% of…
Descriptors: Student Centered Learning, Hygiene, Best Practices, Vocational Education
Sendra, Anna; Lozano-Monterrubio, Natàlia; Prades-Tena, Jordi; Gonzalo-Iglesia, Juan Luis – International Journal of Game-Based Learning, 2021
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and…
Descriptors: Game Based Learning, Educational Games, Role Playing, Simulation
Mannino, Michael V.; Khojah, Mohammed; Gregg, Dawn G. – Journal of Information Systems Education, 2021
This paper describes an innovative approach for teaching the challenges in the management of data warehouse development. The approach contains lecture material providing conceptual background about the management of data warehouse development, a simulation game supporting experiential learning, and a post-play debriefing to support synthesis of…
Descriptors: Game Based Learning, Simulation, Data Analysis, Teaching Methods
Kong, Nan – INFORMS Transactions on Education, 2019
With widening application of systems modeling and simulation in healthcare industry, relevant courses have been created in many undergraduate biomedical engineering curricula to address the need in workforce development. However, it is challenging to teach systems modeling and simulation and effective teaching is demanded. To answer the call, I…
Descriptors: Educational Games, Teaching Methods, Biomedicine, Engineering Education
Sarah Glencross; Sandra Elsom; Marguerite Westacott; Colleen Stieler-Hunt – Student Success, 2019
An alternate reality game was designed to facilitate transition and engagement amongst students commencing a tertiary preparation program at a regional university in Australia. The design of the game was informed by a student engagement framework which proposes four psychosocial constructs which mediate engagement at the intersection between…
Descriptors: School Orientation, Educational Games, Regional Schools, Universities
Zajchowski, Chris A. B.; Riley, Michael J.; Meerts-Brandsma, Lisa – Schole: A Journal of Leisure Studies and Recreation Education, 2021
We assessed the efficacy of the educational simulation Quagmire to deliver curriculum focused on park and protected area management in a time of record visitor use. Specifically, our study evaluated how Quagmire prepared contemporary students to maximize field-based learning during a week-long experience at Capitol Reef National Park, USA (Capitol…
Descriptors: Situated Learning, Experiential Learning, Field Trips, Simulation
Dube, Eng. Anna – International Journal for Business Education, 2015
Simulation games are recognized as useful and effective learning tools in the business world, as they create conditions within micro-worlds where participants can experience results of different strategies, which they want to undertake. This use of strategies enables game participants to explore multi-party decision rules and analyse factors that…
Descriptors: Game Based Learning, Educational Games, Business Administration Education, Sustainable Development