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Calef, Chris; Vilbrandt, Turlif; Vilbrandt, Carl; Goodwin, Janet; Goodwin, James – 2002
As museums and educators struggle with the challenges of presenting their material in a digital format, many overlook the application that has spearheaded the development of virtual reality for the average consumer: 3D realtime game engines. These 3D game engines offer greater versatility, usability, maturity, simulation, and codebase than most…
Descriptors: Computer Games, Computer Simulation, Foreign Countries, Higher Education
Peer reviewedAmory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia – British Journal of Educational Technology, 1999
Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)
Descriptors: College Students, Computer Games, Educational Games, Higher Education
Peer reviewedBurgess, T. F. – Educational and Training Technology International, 1989
Illustrates some of the practical issues and problems connected with the design and use of computerized business games by describing three games which have been developed and operated by staff at Leeds Polytechnic Department of Business Management (United Kingdom). Sample input and output forms are included. (nine references) (LRW)
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Games, Computer Simulation


