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Showing 1 to 15 of 27 results Save | Export
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Ye, Xiaozhen; Backlund, Per; Ding, Jianguo; Ning, Huansheng – IEEE Transactions on Learning Technologies, 2020
The extensive use of simulation-based serious games (SSGs) has made a revolution in educational techniques. As a potentially significant feature for SSG design and evaluation, the term fidelity (the similarity between an SSG and its real reference) emerges and attracts increasing attention. The study of fidelity not only benefits the design,…
Descriptors: Fidelity, Simulation, Educational Games, Literature Reviews
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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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Worthington, Tracy Anne – Social Studies, 2018
The purpose of this article is to synthesize research on the benefits and use of games, role-plays, and simulations, whilst providing examples practicing teachers may wish to use in their classroom. Therefore, the article presents a discussion of key previous research on the use of games, role-plays, and simulations in secondary history…
Descriptors: Middle School Students, Student Centered Learning, Educational Games, Role Playing
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Epley, Jennifer – Journal of Interactive Learning Research, 2016
Integrating interactive learning activities into undergraduate courses is one method for increasing student interest, engagement, and skills development. Online simulation games in particular offer students the unique applied opportunity to "learn by doing" in a virtual space to further their overall knowledge base and critical thinking…
Descriptors: Educational Games, Simulation, Experiential Learning, Student Interests
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Eckardt, Gordon; Selen, Willem; Wynder, Monte – e-Journal of Business Education and Scholarship of Teaching, 2015
Business simulations are a powerful way to provide experiential learning that is focussed, controlled, and concentrated. Inherent in any simulation, however, are numerous assumptions that determine feedback, and hence the lessons learnt. In this conceptual paper we describe some common cost assumptions that are implicit in simulation design and…
Descriptors: Business Administration Education, Simulation, Educational Games, Teaching Methods
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Almeida, Fernando – Cypriot Journal of Educational Sciences, 2017
The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this…
Descriptors: Entrepreneurship, Social Responsibility, Teaching Methods, Educational Games
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Rendy; Kristanda, Marcel Bonar; Hansun, Seng – International Journal of Evaluation and Research in Education, 2017
The growth of kids' brain could be optimized by recognizing something. Learning to recognize animals is one of the methods to stimulate the children's brain growth to imagine. Nevertheless, kids tend to spend all their time by playing and could not focus to recognize the animals due to the way of learning which is usually not interactive and not…
Descriptors: Recognition (Psychology), Animals, Brain, Child Development
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Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Science Education and Technology, 2016
The main purpose of this paper is to investigate the intellectual structure of the research on educational technology in science education (ETiSE) within the most recent years (2008-2013). Based on the criteria for educational technology research and the citation threshold for educational co-citation analysis, a total of 137 relevant ETiSE papers…
Descriptors: Educational Technology, Technology Integration, Teaching Methods, Science Education
Hopper, Keith B.; Waugh, Jonathan B. – Educational Technology, 2014
PowerPoint is roundly reviled and ridiculed, yet this technology enjoys universal popularity. This article reviews the criticisms of PowerPoint and its peer technologies, describes its affordances and advantages, and suggests innovative PowerPoint applications in instruction. Beyond garden-variety applications of PowerPoint, it may also be used to…
Descriptors: Educational Technology, Computer Software Evaluation, Computer Software, Courseware
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Waddington, David I. – Educational Theory, 2015
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…
Descriptors: Video Games, Simulation, Educational Games, Educational Technology
da Silva, André Constantino; Freire, Fernanda Maria Pereira; Mourão, Vitor Hugo Miranda; da Cruz, Márcio Diógenes de Oliveira; da Rocha, Heloísa Vieira – International Association for Development of the Information Society, 2014
Open Educational Resources (OER) are freely accessible, openly licensed hypertext, audio, video, simulations, games and animations that are useful for teaching and learning purposes. In order to facilitate the location of such resources, educational content portals are being created, crowding contents that were produced by different teams with…
Descriptors: Foreign Countries, Educational Technology, Resource Units, Shared Resources and Services
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Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
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Gellar-Goad, T. H. M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2015
This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…
Descriptors: Second Language Instruction, Role Playing, Educational Games, Undergraduate Study
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Akpan, Joseph P.; Beard, Lawrence A. – Universal Journal of Educational Research, 2014
Educators and caregivers now have the opportunity to individualize and differentiate instructions with many technological devices never before available. Assistive Technology is being introduced in the classroom at all levels as a tool for teachers to help deliver instruction to all students. Assistive Technology is widely used to ensure…
Descriptors: Assistive Technology, Technology Uses in Education, Mathematics Instruction, Teaching Methods
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Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos – Universal Journal of Educational Research, 2014
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Descriptors: Educational Technology, Educational Games, Video Games, Teaching Methods
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