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Fennessey, Gail M. – 1973
The Director's Manual is an important part of any simulation game. This paper provides an outline that will help the game designer prepare a well-organized and effective manual. Six sections that should be in the manual are discussed: the overview of the game, preparing for the game session, the game session, debriefing the game (the post game…
Descriptors: Educational Games, Guidelines, Guides, Simulation
Dunathan, Arni T. – Audiovisual Instruction, 1978
There are three essential principles that must be met before an activity can be called a game: (1) competition, (2) abstraction, and (3) power. Elements within the principles are varied to give each game a particular style and value. (Author/STS)
Descriptors: Definitions, Educational Games, Games, Simulation
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Easterly, Jean L. – Simulation and Games, 1978
Two approaches are described with their philosophic implications: building a model as preliminary to simulation game design, and discovering a model after the game has been developed. A third alternative presented attempts to span the chasm created by the first two and integrate both design processes. (VT)
Descriptors: Design, Educational Games, Models, Simulation
Ellington, H. I.; Addinal, E. – Programmed Learning and Educational Technology, 1977
Using a single set of resource materials built around a given scenario, a number of simulation projects of different types, designed for teaching a wide range of subjects, can be developed. The Pumped Storage Multi-Project Pack is described. (Author/STS)
Descriptors: Educational Games, Interdisciplinary Approach, Simulation
Dye, Charles F. – Balance Sheet, 1973
Descriptors: Accounting, Educational Games, Learning Activities
Allen, Layman E.; Ross, Joan K. – Simulation/Gaming/News, 1972
Descriptors: Arithmetic, Educational Games, Mathematics Instruction
McElroy, Janice H. – Independent School Bulletin, 1971
A symposium to involve students in community issues is described. (CK)
Descriptors: City Government, Conferences, Educational Games
Brody, Sidney Steve – Educ, 1969
An interesting way to improve pupils' spelling skills is presented. (CK)
Descriptors: Childrens Games, Educational Games, Spelling
Hood, Susan – Instructor, 1980
This is a package of classroom games for the elementary grades. They cover the basic subject areas and are adaptable to various ages and numbers of players. Included are two pages of puzzles ready to be duplicated and given to students. (SJL)
Descriptors: Educational Games, Elementary Education, Puzzles
Bjur, Wes – Simulation/Gaming, 1977
A practical overview of things to keep in mind when planning and implementing educational games. (BD)
Descriptors: Educational Games, Simulation, Teaching Methods
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Odenweller, Cynthia M.; Hsu, Christopher T.; DiCarlo, Stephen E. – Advances in Physiology Education, 1998
Presents the rules for two educational card-games that provide an opportunity to integrate, analyze, and interpret basic concepts in gastrointestinal physiology. Enhances students' abilities to apply and synthesize. (DDR)
Descriptors: Educational Games, Higher Education, Physiology
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Morton, Paula G.; Tarvin, Leslie – Journal of Continuing Education in Nursing, 2001
Describes an educational game for nurses involving questions related to pain assessment and management and the standards of the Joint Commission on Accreditation of Health Care Organizations. (SK)
Descriptors: Educational Games, Nurses, Pain, Standards
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Ando, Amy W.; Harrington, Donna Ramirez – Journal of Economic Education, 2006
An in-class game can be used to improve students' understanding of how a tradable discharge permit (TDP) program might work. There are, however, trade-offs one must face in designing such a game. An exercise might, in theory, demonstrate all the nuances of a TDP program and yet be so complex that students learn little from the experience. The…
Descriptors: Educational Games, Economics Education, Microeconomics
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Gareau, Stephen; Guo, Ruth – International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments,…
Descriptors: Educational Games, Graduate Students, Educational Technology, Qualitative Research
Lee, Joey J. – ProQuest LLC, 2009
Serious Games are digital games with an educational, informative, or persuasive goal beyond mere entertainment (Abt, 2002). They are promising because they often contain features that appear to be useful for learning (Squire, 2004), eliciting behavioral or attitudinal change (Yee, 2007) or encouraging new perspective taking, empathy, and new ways…
Descriptors: Computer Games, Educational Games, Individual Development, Identification (Psychology)
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