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DiCamillo, Lorrei; Gradwell, Jill M. – RMLE Online: Research in Middle Level Education, 2012
In this year-long qualitative study we explore the case of two eighth grade U.S. History teachers who use simulations on a regular basis to teach heterogeneously-grouped students in a high-stakes testing environment. We describe the purposes the teachers espoused for implementing simulations and provide detailed portraits of three types of…
Descriptors: High Stakes Tests, Grade 8, Accountability, Simulation
Stolovitch, Harold D. – NSPI Journal, 1979
The innovative technology of simulations and games offers an attractive alternative for satellite transmission programing. They can help provide programs that involve the participants and make maximum use of the unique characteristics of long-distance transmission. (Author/JEG)
Descriptors: Communications Satellites, Educational Games, Game Theory, Role Playing
Cardwell, Paul, Jr. – Gifted Education International, 1995
This article discusses the value of using fantasy and role playing games (FRPG) in the curriculum of gifted students. It lists ways that FRPG can supplement 26 academic subjects and develop 24 learning skills. Objections from religious groups to use of the games are addressed. Different types of games are compared. (CR)
Descriptors: Curriculum Development, Educational Games, Elementary Secondary Education, Enrichment Activities
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Garman, E. Thomas – Clearing House, 1979
The advantages and disadvantages of simulations in consumer education are summarized and guidelines presented to teachers on developing their own games. Four specific game topics are suggested. (SJL)
Descriptors: Consumer Education, Educational Games, Guidelines, Learning Activities
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Dormann, Claire; Biddle, Robert – Learning, Media & Technology, 2006
This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour…
Descriptors: Computer Uses in Education, Humor, Teaching Methods, Computers
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Peattie, Ken – Management Education and Development, 1990
Effective ways to teach the abstractions of business policy to undergraduates include analogy, simulation, games, and in particular fantasy role play such as "Dungeons and Dragons." As a form of experiential learning, such techniques can help bridge the gap between theory and its application. (SK)
Descriptors: Business Administration Education, Case Studies, Educational Games, Fantasy
Williams, Fred D. – 1984
An adventure game is a role-playing game that usually, but not always, has some fantasy aspect. The role-playing aspect is the key element because players become personally involved when they assume a role, and defeat becomes personal and less acceptable than in other types of games. Computer-based role-playing games are extremely popular because…
Descriptors: Computer Assisted Instruction, Computer Software, Design Requirements, Educational Games
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Harper, Sandra N. – System, 1985
Simulation activities provide opportunities to focus on the individual's contribution, encourage creativity, and build self-esteem. These activities can help develop social skills and understanding of other cultures by fostering attitudes of tolerance and sensitivity. (Examples of simulations are included.) (SED)
Descriptors: Class Activities, Communicative Competence (Languages), Educational Games, Interpersonal Competence
Saunders, Danny – Simulation/Games for Learning, 1985
Discusses factors contributing to participant reluctance in role playing--isolation of role play from the curriculum; lack of interest because of perceived irrelevance to social psychological themes; and acting anxiety. A two-step design which involves gradual role play introduction and observation by reluctant participants is suggested as a…
Descriptors: Anxiety, Educational Games, Instructional Design, Interpersonal Relationship
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Baines, Liz; And Others – Zielsprache Englisch, 1979
Reports on a discussion between the editors of "Zielsprache Englisch" and three language teachers from a London language school, regarding games, role-playing, partner and group work, and the use of songs in teaching English. (IFS/WGA)
Descriptors: Communication Skills, Educational Games, English (Second Language), Group Activities