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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2021
These proceedings contain the papers of the 18th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2021), held virtually, due to an exceptional situation caused by the COVID-19 pandemic, from October 13-15, 2021, and organized by the International Association for Development of the Information Society…
Descriptors: Computer Simulation, Open Educational Resources, Telecommunications, Handheld Devices

Brozik, Dallas; Zapalska, Alina – Social Studies, 1999
Contends that active learning allows students to become involved in learning by exploring issues and ideas under the guidance of the instructor. Describes the Market Game as an example of active learning that is an interactive game that simulates the behavior of a competitive market. Explores the students' reactions to the game. (CMK)
Descriptors: Active Learning, Economics, Economics Education, Educational Games
Lucas, Lawrence A.; And Others – 1974
Research investigated the effect that the uses of simulation-gaming techniques have upon the acquisition and cognitive retention of facts, concepts, and principles. Two hundred and ninety-five students in public secondary schools in Indiana participated in the project; these were divided into experimental and control groups which received…
Descriptors: Academic Achievement, American History, Comparative Analysis, Conventional Instruction
Stadsklev, Ronald – 1970
This educational research was conducted to determine what affective and cognitive effects two different teaching methods have upon a group of 10th grade students learning about the Constitution of America. Both the experimental class, taught by the simulation-game method, and the control group, taught by the lecture discussion method, were…
Descriptors: Affective Objectives, Attitude Measures, Class Activities, Classroom Research