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Gerardo Herrera; Lucía Vera; Patricia Pérez-Fuster; Arturo López-Fernández; Álvaro López; Ümit Savas-Taskesen; Nigel Newbutt – Educational Technology Research and Development, 2025
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability.…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Students with Disabilities, Computer Simulation
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Zapalska, Alina; Brozik, Dallas; Rudd, Denis – Online Submission, 2012
Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…
Descriptors: Educational Games, Active Learning, Educational Technology, Instructional Design
Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology
Hainey, Thomas; Connolly, Thomas – International Journal of Virtual and Personal Learning Environments, 2010
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation…
Descriptors: Educational Games, Engineering Education, Design Requirements, Course Evaluation
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Fang, Jun; Strobel, Johannes – Educational Media International, 2011
Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…
Descriptors: Design Requirements, Instructional Design, Educational Games, Guidelines

Ruben, Brent D.; Lederman, Linda Costigan – Simulation and Games, 1982
Outlines a research framework, in which emphasis is placed upon validity, reliability, and utility, for the systematic evaluation of simulation and gaming instruments and suggests how this framework can be employed in the selection and use of instructional simulations and games. Three tables accompany the text. (Author/JL)
Descriptors: Cost Effectiveness, Design Requirements, Educational Games, Evaluation Criteria
Hunt, Ian – Simulation/Games for Learning, 1982
Discusses the design criteria and educational objectives of computerized business games when used as an adjunct teaching method. Project UNCLEBURT (University College London Experiment on Business Research and Training), which uses computer games to simulate the management environment in undergraduate business education courses, is described in…
Descriptors: Business Administration Education, Design Requirements, Educational Games, Educational Objectives
Hays, Tricia – 2000
This teacher's instructional guide, which is part of a family and consumer sciences education series focusing on a broad range of employment opportunities, is intended to assist teachers responsible for teaching one- and two-year interior design programs for Texas high school students. The following are among the items included: (1) introductory…
Descriptors: Behavioral Objectives, Brainstorming, Career Development, Career Education