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Veltsos, Jennifer R. – Business and Professional Communication Quarterly, 2017
Interest in gamification in higher education has been growing steadily in the past decade. Using games and game elements has been shown to increase student engagement, motivation, and autonomy. This article draws parallels between game elements, instructional design, and the teaching of business and professional communication. It suggests ways…
Descriptors: Business Communication, Instructional Design, Teaching Methods, Educational Games
Gubacs-Collins, Klara Dianna – Physical Educator, 2015
What constitutes appropriate practice in physical education? NASPE suggests the outcome of a physical education program should be that adolescents have gained the skills and knowledge to be physically active for a lifetime. Furthermore, a physically educated person consistently demonstrates responsible personal and social behavior in physical…
Descriptors: Physical Education, Daily Living Skills, Questioning Techniques, Teaching Methods
Theorycrafting the Classroom: Constructing the Introductory Technical Communication Course as a Game
Finseth, Carly – Journal of Technical Writing and Communication, 2015
When games are approached as a pedagogical methodology, the homologies between games and technical communication are highlighted: pedagogy that teaches people to play and succeed within certain confines; classroom assessment that provides meaningful feedback to encourage self-improvement; instructional design that incorporates gaming theory and…
Descriptors: Technical Writing, Introductory Courses, Game Theory, Teaching Methods
Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A. – Educational Media International, 2015
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…
Descriptors: Game Theory, Personality Traits, Computer Mediated Communication, Web Based Instruction
Moore, David Richard – International Journal of Game-Based Learning, 2012
This study suggests that conceptualization is the primary activity of arcade-style gameplay. Arcade-style game play is primarily a function of presenting concepts to players and continually requiring them to react with finer responses. The degree to which a concept is malleable determines how large its range is in gameplay. In other words, the…
Descriptors: Concept Teaching, Educational Games, Play, Game Theory
Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark – Australian Association for Research in Education (NJ1), 2012
Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…
Descriptors: Social Environment, Video Technology, Computer Games, Scientific Principles
García-García, César; Fernández-Robles, José Luis; Larios-Rosillo, Victor; Luga, Hervé – International Journal of Game-Based Learning, 2012
This article presents the current development of a serious game for the simulation of massive evacuations. The purpose of this project is to promote self-protection through awareness of the procedures and different possible scenarios during the evacuation of a massive event. Sophisticated behaviors require massive computational power and it has…
Descriptors: Computer Games, Computer Simulation, Educational Games, Crisis Management
Ahrens, A.; Zascerinska, J. – Online Submission, 2012
The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…
Descriptors: Game Theory, Sustainable Development, English for Academic Purposes, Fundamental Concepts
Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
Reiley, David H.; Urbancic, Michael B.; Walker, Mark – Journal of Economic Education, 2008
The authors present a simplified, "stripped-down" version of poker as an instructional classroom game. Although Stripped-Down Poker is extremely simple, it nevertheless provides an excellent illustration of a number of topics: signaling, bluffing, mixed strategies, the value of information, and Bayes's Rule. The authors begin with a description of…
Descriptors: Teaching Methods, Educational Games, Classroom Techniques, Case Method (Teaching Technique)
Parks, Nancy S. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2008
Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…
Descriptors: Popular Culture, Video Games, Social Action, Art Education

Benson, Dennis K.; And Others – Simulation and Games, 1972
This article describes scenario development and suggests plans for the use of scenarios in simulations and games. (BB)
Descriptors: Game Theory, Instructional Design, Simulation
De Koven, Bernard – Simulation/Gaming/News, 1976
A discussion of a game quality--integrity--a term the author defines as everything used in a game and which should embody the central concept. (HB)
Descriptors: Educational Games, Game Theory, Instructional Design, Simulation
Stadsklev, Ron – Simulation/Gaming/News, 1976
A brief discussion of the differences between the design of simulation games and the difficulty of development of games is presented. (HB)
Descriptors: Educational Games, Game Theory, Instructional Design, Simulation
Atkinson, Francis D. – Educational Technology, 1977
Descriptors: Game Theory, Instructional Design, Simulation, Systems Approach