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Pérez Garcias, Adolfina; Marín, Victoria I. – IAFOR Journal of Education, 2016
The knowledge society has brought many possibilities for open education practices and, simultaneously, deep ethical challenges related to the use, sharing and reuse of digital content. In fact, even at university level, many undergraduate students do not respect the licences of digital resources. As part of the contents of a third-year educational…
Descriptors: Ethics, Preservice Teachers, Preservice Teacher Education, Electronic Publishing
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Wu, Ko-Chiu; Huang, Po-Yuan – Journal of Educational Computing Research, 2015
This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education
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Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
Broodryk, Retief; van den Berg, Pieter Hendrick – Online Submission, 2011
The aims of this study were firstly to determine the players' perceptions of their respective coaches' coaching effectiveness and secondly, determine the difference between big and small schools of the players' perceptions of their respective coaches' coaching effectiveness. Four hundred and seventy six players from 22 schools were asked to fill…
Descriptors: Likert Scales, Measures (Individuals), Program Effectiveness, High Schools
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Wright, Steven; McNeill, Mike; Fry, Joan M. – Sport, Education and Society, 2009
This study examined the teaching of games via a tactical approach (also known as teaching games for understanding) from the theoretical perspective of social constructivism. A pilot study (of student teachers (STs) and pupils) informed the "main" study which included collecting data on 49 STs, 58 cooperating teachers (CTs) and 1177 pupils. ST data…
Descriptors: Constructivism (Learning), Games, Questionnaires, Interviews
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Scanlan, Eugene A. – Simulation and Games, 1970
Descriptors: Environmental Standards, Game Theory, Questionnaires, Simulation
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Nelson, Toben F.; LaBrie, Richard A.; LaPlante, Debi A.; Stanton, Michael; Shaffer, Howard J.; Wechsler, Henry – Research Quarterly for Exercise and Sport, 2007
Gambling on college and professional sports and the influence of attending colleges with differing levels of "sports interest" were examined among athletes, sports fans, and other students (N = 10,559) at 119 colleges in the United States using multilevel statistical analysis. Athletes and fans reported more sports gambling compared to…
Descriptors: Individual Characteristics, College Athletics, Athletes, Statistical Analysis
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Hare, A. Paul – Simulation and Games, 1970
Descriptors: Computer Programs, Computer Science, Game Theory, Group Behavior
O'Reilly, Desmond Vincent – 1971
Chapter 1 of this thesis provides definitions of terms used. Chapter 2 discusses role-playing, strategy games, and models. Chapter 3 explores the significance of games in child development. Chapter 4 relates the historical development of gaming and simulation. Chapter 5 focuses on advantages of simulations and games in education in terms of such…
Descriptors: Child Development, Educational Games, Game Theory, Geography Instruction
QUADE, E.S. – 1967
THREE METHODS OF COST-EFFECTIVENESS ARE DISCUSSED--USE OF COMPUTERS, MATHEMATICS, AND EXPERTISE. THE USE OF EXPERTISE IS EMPHASIZED. THE DISCUSSION ON EXPERTISE JUDGMENT IS BASED ON PAPERS BY O. HELMER, WHICH ILLUSTRATE THE DELPHI METHOD OR CYBERNETIC ARBITRATION. ALTHOUGH COMPUTER AND MATHEMATICAL ANALYSIS (PARTICULARLY GAME THEORY) ARE BECOMING…
Descriptors: Automation, Computer Oriented Programs, Cost Effectiveness, Cybernetics
Shubik, Martin; Brewer, Garry – 1971
A questionnaire was designed to aid the interested professional in describing, characteristics and analyzing his game, model, or simulation, and tested on a number of Department of Defense (DOD) games. An over-riding goal for the questionnaire was to produce a categorization scheme for games in general. The different sections of the questionnaire…
Descriptors: Classification, Cost Effectiveness, Educational Games, Evaluation Methods
Pruitt, Dean G. – J Personality Soc Psychol, 1970
Sees motives of cooperation and noncooperation as a function of the game's reward system and infers that the same motives may operate in real-life situations. Bibliography, tables, and graphs. (RW)
Descriptors: Attitudes, Behavior Theories, Behavioral Science Research, Cognitive Processes
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Bredemeier, Mary E.; And Others – Simulation and Games, 1982
Assesses effects of a popular simulation game on attitudes of ethnocentrism and dogmatism in college students. Review of the game, its relationship to an educational philosophy course, background research, problems in assessing effects of games, and methods and outcomes of this study are discussed. Nine references and appendices are provided. (EJS)
Descriptors: Attitude Change, Authoritarianism, Beliefs, College Students
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Kiili, Kristian – Australasian Journal of Educational Technology, 2005
The purpose of this paper is to present a participatory multimedia learning model for use in designing multimedia learning environments that support an active learning process, creative participation, and learner engagement. Participatory multimedia learning can be defined as learning with systems that enable learners to produce part of the…
Descriptors: Educational Games, Active Learning, Multimedia Instruction, Epistemology