Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 6 |
Descriptor
Educational Games | 8 |
Role Playing | 8 |
Foreign Countries | 7 |
Educational Technology | 4 |
Student Attitudes | 4 |
College Students | 3 |
Higher Education | 3 |
Instructional Design | 3 |
Interviews | 3 |
Sustainability | 3 |
Teaching Methods | 3 |
More ▼ |
Source
Australasian Journal of… | 1 |
Australian Journal of… | 1 |
E-Learning | 1 |
Higher Education Pedagogies | 1 |
Innovations in Education and… | 1 |
International Association for… | 1 |
International Journal of… | 1 |
Author
Publication Type
Journal Articles | 6 |
Reports - Research | 4 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 5 |
Elementary Secondary Education | 1 |
Secondary Education | 1 |
Audience
Location
United Kingdom | 8 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
Florida | 1 |
Germany | 1 |
Greece | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Aynsley, Sarah A.; Nathawat, Kusum; Crawford, Russell M. – Higher Education Pedagogies, 2018
Gamification in higher education has steadily been gaining traction as a useful addition to the diversity of learning resources available to both teachers and students. We have invented a card-based, role-playing team game called 'Braincept' to help aid pharmacology learning for medical students. The aims of the current study are to determine…
Descriptors: Educational Games, Student Attitudes, Medical Students, Pharmacology
Emblen-Perry, Kay – International Journal of Sustainability in Higher Education, 2018
Purpose: This paper aims to explore the value students place on the sustainable strategies game (SSG) which seeks to improve student engagement in business sustainability through enhanced game-based learning. This game provides an alternative collaborative learning environment to the traditional instructivist approach to enrich Education for…
Descriptors: Foreign Countries, Learner Engagement, Business, Sustainability
Brazier, Randolph James – Australian Journal of Environmental Education, 2014
Significant progress has been made with respect to Education for Sustainable Development (ESD) in tertiary education institutions, particularly universities. There are also examples of ways in which sustainability has been incorporated into secondary schools and curricula, but with varying levels of success. ESD that has been incorporated in…
Descriptors: Environmental Education, Sustainability, Sustainable Development, Secondary School Students
Diamond, Susannah; Middleton, Andrew; Mather, Richard – Innovations in Education and Teaching International, 2011
This paper proposes a cross-faculty simulation model for authentic learning that bridges the gap between short group-based simulations within the classroom and longer individual placements in professional working contexts. Dissemination of the model is expected to widen the use of authentic learning approaches in higher education (HE). The model…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Simulation
Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation
O'Reilly, Desmond Vincent – 1971
Chapter 1 of this thesis provides definitions of terms used. Chapter 2 discusses role-playing, strategy games, and models. Chapter 3 explores the significance of games in child development. Chapter 4 relates the historical development of gaming and simulation. Chapter 5 focuses on advantages of simulations and games in education in terms of such…
Descriptors: Child Development, Educational Games, Game Theory, Geography Instruction
Pelletier, Caroline – E-Learning, 2005
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational…
Descriptors: Play, Educational Games, Learning Motivation, Educational Technology
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers