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Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
Nishikawa, Katsuo A.; Jaeger, Joseph – Journal of Political Science Education, 2011
The draw of simulations is that by replicating a simplified version of reality they can illustrate the repercussions that individual choices create. Students can play the role of a judge, an ambassador, or a parliamentarian and can experience first hand how their decisions play out. As a discipline, we assume that such practices are an improvement…
Descriptors: Computer Simulation, Educational Games, Political Science, Incentives
Kikkawa, Toshiko; Crookall, David – Simulation & Gaming, 2011
This issue of S&G is devoted to people--to the gamers who have made and are making the exciting discipline of simulation gaming possible. All disciplines that hope for a bright future must record their origins and development. This is particularity the case for a field as fuzzy and interdisciplinary as simulation/gaming. The symposium dedicated to…
Descriptors: Conferences (Gatherings), Autobiographies, Simulation, Computer Simulation
Zullo, Holly S. – Mathematics Teacher, 2011
Card tricks based on mathematical principles can be a great way to get students interested in exploring some important mathematical ideas. In this article, the author discusses a simple spreadsheet implementation that shows students why the card trick works and allows them to explore several variations. As an added bonus, students are introduced…
Descriptors: Mathematical Concepts, Teaching Methods, Mathematics Activities, Mathematics Instruction
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
Dukes, Richard L.; Fowler, Sandra M.; DeKoven, Bernie – Simulation & Gaming, 2011
This article is written as a tribute to R. Garry Shirts who through his exemplary authorship and publication of gamed simulations was designated "Defender of the Playful". Garry Shirts was the master of creating the "Aha! Moment" in learning through "deep play". Among the many gamed simulations he designed, the…
Descriptors: Educational Games, Professional Recognition, Instructional Materials, Biographies
Maida, Michael; Maida, Paula – Mathematics Teaching in the Middle School, 2011
Playing mathematical games enables middle school students to engage their minds while discovering and using meaningful strategies. Blokus[R] is one such game. While playing, students exercise spatial awareness, analyze attributes of two-dimensional shapes, compare patterns, and use logic--all of which encompass NCTM's Content Standards. Students…
Descriptors: Preservice Teachers, Problem Solving, Mathematics Instruction, Secondary School Mathematics
Prinsen, Gerard; Overton, John – Journal of Geography in Higher Education, 2011
Simulation games have a long history in education and are well suited to learning about negotiation, power, relationships and uncertain outcomes. This paper reflects on the experience of using a semester-long simulation game to introduce postgraduate students to development policy. It focuses on three issues identified in the literature--realism,…
Descriptors: Educational Games, Simulation, Teaching Methods, Power Structure
Westhuizen, Duan vd – Commonwealth of Learning, 2016
This work starts with a brief overview of education in developing countries, to contextualise the use of the guidelines. Although this document is intended to be a practical tool, it is necessary to include some theoretical analysis of the concept of online assessment. This is given in Sections 3 and 4, together with the identification and…
Descriptors: Guidelines, Student Evaluation, Computer Assisted Testing, Evaluation Methods
Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith – Journal of Educational Data Mining, 2013
Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…
Descriptors: Intelligent Tutoring Systems, Scientific Methodology, Science Instruction, Educational Games
De Grove, Frederik; Van Looy, Jan; Mechant, Peter – International Journal of Game-Based Learning, 2013
Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…
Descriptors: German, Comparative Analysis, Second Language Learning, Second Language Instruction
Panagiotakopoulos, Chris T.; Sarris, Menelaos E. – International Education Studies, 2013
The present study reports the basic characteristics of a game-like application entitled "Playing with Words-PwW". PwW is a single-user application where a word must be guessed given an anagram of that word. Anagrams are presented from a predefined word list and users can repeatedly try to guess the word, from which the anagram is…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Word Lists
Peer reviewedPsotka, Joseph – Educational Technology & Society, 2013
New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students' and their changing social lifestyles than…
Descriptors: Educational Games, Educational Technology, Learning Modules, Virtual Classrooms
Kuhn, Deanna; Zillmer, Nicole; Crowell, Amanda; Zavala, Julia – Cognition and Instruction, 2013
We examine how extended engagement in argumentation with peers leads to enhanced metalevel understanding of argumentive discourse. Following such engagement, young adolescents demonstrated enhanced understanding of counterargument and use of evidence as objectives of skilled argumentation, relative to a nonparticipating comparison group. Among the…
Descriptors: Persuasive Discourse, Metacognition, Peer Relationship, Early Adolescents
Wong, Lung-Hsiang; Hsu, Ching-Kun; Sun, Jizhen; Boticki, Ivica – Educational Technology & Society, 2013
This paper reports the impacts of spontaneous student grouping to develop young students' orthographic awareness in the process of learning Chinese characters. A mobile-assisted Chinese character forming game is used to assign each student a Chinese character component on their smartphones through a wireless network. Fifteen Singaporean students,…
Descriptors: Grouping (Instructional Purposes), Teaching Methods, Chinese, Educational Games

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