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Zureck, Alexander – Problems of Education in the 21st Century, 2021
The range of study programs in finance and the ways how to study due to place, time, and focus has increased in recent years. Students can choose what and how they want to learn. If someone finds an appropriate program he must decide to study face-to-face, online, or in a hybrid format. Finance is often a duty in business administration or related…
Descriptors: Foreign Countries, Active Learning, Media Selection, Reading Material Selection
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Hilliard, Ann; Kargbo, Harriett F. – International Journal of Education and Practice, 2017
In our schools and universities today, learners have been exposed to a lot of technology applications. Therefore, the natural order of learning could be enhanced by the use of games. Using games through the application of technology provides the learner with lots of hands-on activities. Game-based learning activities are highly engaging and it…
Descriptors: Educational Games, Computer Games, Learner Engagement, Learning Motivation
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Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying – Interactive Learning Environments, 2013
While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…
Descriptors: Simulation, Educational Games, Learning Motivation, Instructional Design
Thoeny, Alan R.; Horton, Frank B., III – 1970
An attempt is made in this working paper to synthesize the existing empirical evidence concerning the utility of simulation games in social studies teaching, training, and research. The data are drawn from several sources: published literature dealing with simulation games, descriptions of games in use, communications with people who use games,…
Descriptors: Discovery Learning, Educational Games, Interpersonal Competence, Learning Motivation
Coleman, James S.
The aim of this paper is to give some insight into what academic simulation games are, what their goals are, how they accomplish these goals, and how they differ from other ways of teaching and learning. A game is a way of partitioning off a portion of action from the complex stream of life activities. It partitions off a set of players and…
Descriptors: Educational Games, Elementary Education, Goal Orientation, Kindergarten
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Boulogne, Jack – History and Social Science Teacher, 1978
Discusses the value of simulation games in moral education in four categories: fun and games; games as simulations of real life; games as motivators; and morality and game theory. Also examines the gaming aspects of morality, as well as the physical, psychological, precedent-setting, and internal consequences of an action. (Author/JK)
Descriptors: Comparative Education, Decision Making, Educational Games, Ethical Instruction
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Hulsey, John Adler, Jr. – High School Journal, 1977
The use of simulation in the classroom has a lot to offer for the social studies teacher. It motivates students to a higher interest in the topic they are studying and causes them to be actively involved in the learning process. (Author/RK)
Descriptors: Educational Games, Educational Research, Educational Trends, Instructional Materials
Stoll, Clarice – Media and Methods - Explorations in Education, 1970
Includes a descriptive list of recommended, readily-available simulation games for classroom use, including publishers' addresses; appears as Part I of a two-part supplement on simulation games. (Editor/RD)
Descriptors: Class Activities, Decision Making, Discussion (Teaching Technique), Educational Games
Magnelia, Paul F. – J Creative Behav, 1969
Descriptors: Conflict Resolution, Creative Activities, Educational Games, Group Activities
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Ethnicity, Educational Games, Specialists
Livingston, Samuel A. – 1970
Three classroom experiments were conducted using a simulation game, Trade and Develop, designed for classroom use with students in grade six through twelve economic geography classes. The hypotheses tested were: a simulation game will motivate students to learn subject matter related to the game, and, the game will facilitate learning by acting as…
Descriptors: Citations (References), Economics, Educational Games, Educational Research