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Hammer, Jessica; Black, John – Educational Technology, 2009
What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…
Descriptors: Educational Games, Teaching Methods, Experiential Learning, Play
Cennamo, Katherine S.; Holmes, Glen – Educational Technology, 2001
Discusses the need for increased emphasis on client relations in instructional technology programs of study and describes a graduate course that was developed to meet that need for experiential learning and practice. Explains the model of cognitive apprenticeship learning environments used which includes the sociology, methods, content, and…
Descriptors: Educational Environment, Educational Sociology, Educational Technology, Experiential Learning
Dehler, Christina; Porras-Hernandez, Laura H. – Educational Technology, 1998
Examines integrating computer mediated communication (CMC) in graduate education and describes the use of CMC to promote experiential learning in an educational-technology course, highlighting approach and objectives, curriculum changes, design of virtual space, instructional method, and results. Suggests further implementations. (PEN)
Descriptors: Behavioral Objectives, Computer Assisted Instruction, Computer Mediated Communication, Curriculum Development