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Pray, Thomas F.; Gold, Steven – Simulation & Gaming, 1991
Reviews 10 computerized business simulations used to teach business policy courses, discusses problems with measuring performance, and presents a statistically based approach to assessing performance that permits individual team goal setting as part of the computer model, and allows simulated firms to start with different financial and operating…
Descriptors: Algorithms, Business Administration Education, Comparative Analysis, Computer Simulation
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Brown, Robert G. – Social Studies, 1998
Touts the advantages of experiential learning through educational games, or simulations, as provided by outdoor-learning centers. The organization of outdoor learning is discussed along with ways for integrating community groups into the activities. Included are five examples, a bibliography, and contact information for two centers that support…
Descriptors: Adventure Education, Community Involvement, Educational Games, Educational Resources
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Takata, Susan R. – Teaching Sociology, 1997
Contends that the game of "musical chairs" demonstrates how students learn about competition versus cooperation as well as a variety of sociological concepts and theories. Outlines material requirements and rules for playing the game, and suggests methods for post-game debriefings. Notes sociological applications and implications that can be…
Descriptors: Antisocial Behavior, Conflict, Cooperation, Educational Games
McFarland, Ronald D. – HyperNexus, 1997
Examines the importance of the instructional systems design (ISD) model in designing the presentation and content of technology-based learning (TBL) environments, especially for adult learners. Describes TBLs and their use in university and adult learning and discusses the most common presentation methods: drill and practice, tutorial, simulation,…
Descriptors: Adult Learning, Computer Assisted Instruction, Drills (Practice), Educational Environment
School Library Media Activities Monthly, 1996
Describes ways to instill in elementary school students a sense of ownership of the library media center and self-confidence in its use. Topics include signage; student "licenses" for completion of training on library equipment; individual rewards; "footprints" or similar pathfinders on the floor; maps; and browsing and…
Descriptors: Educational Games, Elementary Education, Elementary School Students, Learning Activities
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Cannon, Hugh M.; Smith, J. Alexander – Simulation & Gaming, 2004
Over the years, the Association for Business Simulation and Experiential Learning (ABSEL) has invested considerable effort in formulating its research mission while reflecting on its unique identity among professional organizations. This article reviews the literature on this topic while identifying key issues and proposals. It then discusses the…
Descriptors: Experiential Learning, Research Libraries, Professional Associations, Institutional Mission
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Cameron, Brian; Dwyer, Francis – Journal of Interactive Learning Research, 2005
Online and computer-based instructional gaming is becoming a viable instructional strategy at all levels of education. The purpose of this study was to examine the effect of (a) gaming, (b) gaming plus embedded questions, and (c) gaming plus questions plus feedback on delayed retention of different types of educational objectives for students…
Descriptors: Educational Strategies, Educational Objectives, Feedback, Cognitive Style
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Habgood, M. P. J.; Ainsworth, S. E.; Benford, S. – Simulation & Gaming, 2005
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
Descriptors: Educational Games, Fantasy, Instructional Effectiveness, Student Motivation
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Thomas, Siobhan – Simulation & Gaming, 2006
Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…
Descriptors: Foreign Countries, Video Games, Educational Games, Multimedia Materials
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Kiili, Kristian – Australasian Journal of Educational Technology, 2005
The purpose of this paper is to present a participatory multimedia learning model for use in designing multimedia learning environments that support an active learning process, creative participation, and learner engagement. Participatory multimedia learning can be defined as learning with systems that enable learners to produce part of the…
Descriptors: Educational Games, Active Learning, Multimedia Instruction, Epistemology
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Lee, Mark J. W.; Eustace, Ken; Fellows, Geoff; Bytheway, Allan; Irving, Leah – Australasian Journal of Educational Technology, 2005
This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western…
Descriptors: Video Games, Role Playing, Foreign Countries, Educational Games
Wiebenga, Susan R. – Performance Improvement Quarterly, 2005
The use of games in corporate training began in the 1950s. In subsequent years the use of games has increased, while the look and feel of the games being used has evolved. Unfortunately, very little research regarding the effectiveness of games as a training tool has been conducted; and, the research conducted often yields conflicting results. The…
Descriptors: Learning Theories, Transfer of Training, Industrial Training, Adult Learning
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Farrell, Carlyle – Journal of Teaching in International Business, 2005
This paper examines the perceived effectiveness of simulations in teaching international business. A survey of third and fourth year Canadian students who participated in a web-based international business simulation was conducted using a structured questionnaire. Factor analysis was used to understand the underlying relationships in the resulting…
Descriptors: Textbooks, International Trade, Computer Simulation, Factor Analysis
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Koh, Anthony C. – Journal of Teaching in International Business, 2003
The purpose of this paper is to offer a successful pedagogy in the teaching of "Understanding Culture Differences for Business" using Internet sources. The use of the pedagogy has helped the author and several faculty (in the author's University located in the U.S.) to popularize the learning of the origins of national culture and how culture…
Descriptors: Intercultural Communication, Cultural Differences, Internet, Cultural Awareness
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Cox, James F., III; Walker, Edward D., II – Journal of Management Education, 2005
Production planning and control (PPC) systems and operations performance measures are topics that students generally find both boring and difficult to understand. In the article, the authors present a production line game that they have found to be an effective tool to increase student interest in the topics as well as student comprehension. The…
Descriptors: Student Interests, Measurement, Learning Motivation, Improvement Programs
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