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Cryer, Patricia – Simulation/Games for Learning, 1990
Presents a model based on work by Schultz von Thun that helps to explain how to avoid misunderstandings in interpersonal communication. The model is then applied to interpersonal interactions in educational games, simulations, and workshops, and the insights it provides into how unnecessary and unintentional conflict may be avoided are discussed.…
Descriptors: Conflict Resolution, Educational Games, Group Dynamics, Interpersonal Communication
Cecchini, Arnaldo; Frisenna, Adriana – Simulation/Games for Learning, 1987
Reviews the problems of classifying gaming techniques and suggests a heuristic approach as one solution. Definitions of simulation, models, role, and game and play are discussed to help develop a classification based on a technique called gaming simulation. (Author/LRW)
Descriptors: Classification, Definitions, Game Theory, Heuristics
Thatcher, Donald; Robinson, June – Simulation/Games for Learning, 1990
Discusses learning systems and learning difficulties, and describes the use of a simulation to help professionals better understand people with learning difficulties. The General Systems Theory and a systems approach are discussed, the role of debriefing is considered, and theoretical perspectives on the development of learning disabilities are…
Descriptors: Distance Education, Learning Problems, Learning Theories, Models
Cryer, Patricia – Simulation/Games for Learning, 1988
Develops models for participants' behaviors in games, simulations, and workshops based on Catastrophe Theory and Herzberg's two-factor theory of motivation. Examples are given of how these models can be used, both for describing and understanding the behaviors of individuals, and for eliciting insights into why participants behave as they do. (11…
Descriptors: Behavior Theories, Educational Games, Individual Characteristics, Material Development
Zoller, Uri – Simulation/Games for Learning, 1980
Describes the rationale, format and procedures, unique features, and educational and instructional aims of "The Young Chemist," a simulation game model for the methodology of logical process to be used as a teaching device within the traditional high school chemistry curriculum. (Author/CMV)
Descriptors: Chemistry, Curriculum Development, Educational Games, Educational Objectives
Thatcher, Donald – Simulation/Games for Learning, 1986
Considers nature of learning; significance of promoting learning rather than teaching; active nature of learning from experience; role of simulations and games in promoting learning; process of debriefing and its relationship to reflection; and teacher role. The Learning System, which relates general systems theory to process of learning, is…
Descriptors: Definitions, Educational Games, Experiential Learning, Instructional Effectiveness
Winer, Laura R.; Vazquez-Abad, Jesus – Simulation/Games for Learning, 1981
Discusses the need for a sustained and systematic effort toward establishing a theoretical framework for educational simulations, proposes the adaptation of models borrowed from the natural and applied sciences, and describes three simulations based on such a model adapted using Brunerian learning theory. Sixteen references are listed. (LLS)
Descriptors: Computers, Discovery Learning, Educational Games, Educational Technology
Miller, Andy – Simulation/Games for Learning, 1985
Outlines role and sources of simulations and discusses use of adults other than teachers (AOTs) in the classroom in Great Britain's School Curriculum Industry Project. Arguments for using AOTs, a model that delineates role of AOTs in simulation use, and case studies illustrating project practices in this area are presented. (Author/MBR)
Descriptors: Curriculum Development, Experiential Learning, Foreign Countries, Industry
de Moura Guimaraes, Angelo; Dias, Reinildes – Simulation/Games for Learning, 1992
The HyperCard-based computer-assisted instructional environment described--called the Virtual Computer (VC)--uses simulation to help learners acquire basic concepts about the functioning of computers. Discussion of the instructional design of the program includes Elaboration Theory, four learning phases, use of metaphors and analogies, other…
Descriptors: Computer Assisted Instruction, Computer Simulation, Hypermedia, Instructional Design
Cryer, Patricia – Simulation/Games for Learning, 1986
Presents theoretical perspectives of change of Benne, Chin, Lewin, and Rogers, and draws out strategies that designers of games, simulations, and workshops may find useful. Highlights include rational/empirical, normative/re-educative, and power/coercive strategies; Lewin's force-field model; and Rogers' stage model. (MBR)
Descriptors: Change Strategies, Developmental Stages, Educational Games, Information Dissemination
Watson, Robert – Simulation/Games for Learning, 1983
Describes the computer-assisted environmental-educational game TERRA, which is designed to encourage lower-ability high school students to think at their own level about the future of their world. Based on "The Limits to Growth" (Meadows et al., 1972), the game comprises four programs: Terra Firma, Terradactyl, Inflation, and Doubles.…
Descriptors: Computer Assisted Instruction, Conservation (Environment), Conservation Education, Decision Making
Cryer, Patricia – Simulation/Games for Learning, 1987
Discusses the nature and sequencing of decisions involved in designing a game, simulation, or workshop from the theoretical perspective of course and curriculum design. A model for design is presented that incorporates objectives, teaching/learning methods, content, and assessment/evaluation, and other models are also discussed. (Author/LRW)
Descriptors: Content Analysis, Curriculum Design, Decision Making, Educational Games