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Koh, Elizabeth; Kin, Yeo Gee; Wadhwa, Bimlesh; Lim, John – Simulation & Gaming, 2012
With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the…
Descriptors: Foreign Countries, Teacher Attitudes, College Faculty, Barriers

Stasz, Clarice Stoll – Simulation & Gaming, 1995
Describes the origination of the journal, "Simulation & Games" as an outgrowth of the Academic Games Project at Johns Hopkins University in the late 1960s. The Project developed simulation games, pretested them, performed teacher training, and compared the effects with traditional pedagogy. Discusses the planning and implementation…
Descriptors: Computer Games, Computer Simulation, Interdisciplinary Approach, Nontraditional Education

Asakawa, Tasia; Gilbert, Nigel – Simulation & Gaming, 2003
Draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M ames. These types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology

Corbeil, Pierre – Simulation & Gaming, 1999
Suggests that adult games and children's games are not different entities but constitute a continuous spectrum, whether they are considered as play or learning. Illustrates how this continuity works with examples of real gaming activity observed during 30 years of teaching and experimentation. Concludes with practical considerations on the use of…
Descriptors: Adults, Childrens Games, Computer Games, Educational Games

Leemkuil, Henny; de Jong, Ton; de Hoog, Robert; Christoph, Noor – Simulation & Gaming, 2003
Describes the development of a collaborative Internet-based simulation game for learning to solve knowledge management problems. The game builds on two starting points: on psychological and pedagogical developments in learning and instruction, and on a perceived need for better training of people working in the emerging field of knowledge…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Cooperative Learning

Wolfe, Joseph – Simulation & Gaming, 1997
Computer-based strategic management games yield learning outcomes superior to case-based teaching. This article discusses factors reducing the number of commercially produced management games available to strategic management instructors (elimination of game publishers, long shelf life of popular games, lack of game currency) and reviews the…
Descriptors: Business Administration Education, Case Method (Teaching Technique), Computer Assisted Instruction, Computer Games
Kirk, James J. – Simulation & Gaming, 2004
The author's gaming-simulation course at Western Carolina University has been 30 years in the making. Its structure, content, and instructional methods are heavily influenced by the author's professorial aspirations and experience in the use of simulations. In this brief article, the author shares some of his early use of educational games and…
Descriptors: Educational Games, Simulation, Computer Games, Instructional Design
Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko – Simulation & Gaming, 2003
This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…
Descriptors: Business Administration Education, Foreign Countries, Games, Computer Games
Faria, Anthony J.; Wellington, William J. – Simulation & Gaming, 2004
An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of…
Descriptors: Foreign Countries, Educational Technology, Computer Assisted Instruction, Use Studies