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Steinkuehler, Constance – Educational Technology, 2008
For those with a vested interest in online technologies for learning, the knowledge and skills that constitute successful participation in massively multiplayer online games (MMOs) places these games squarely among the most promising new digital technologies to date. In this article, the author broadly outlines the qualitative results of a two and…
Descriptors: Ethnography, Educational Technology, Games, Computers
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Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish – Innovate: Journal of Online Education, 2007
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Descriptors: Patients, Exhibits, Clinical Experience, Health Services
Fister, Sarah – Training, 1999
Use of games in computer-based training (CBT) can enliven material, encourage discovery and experiential learning, and make visceral connections for learners. However, humor can offend or wear thin, and games can be perceived as playing rather than as learning. (JOW)
Descriptors: Adult Education, Computer Assisted Instruction, Computer Simulation, Curriculum Development
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Moss, Mark – College Quarterly, 2004
Computer technology has impacted both the study and idea of history in a number of ways. The Internet has provided numerous web-sites for students to read, see and look into for historical information. Historians, both professional and public have also begun to utilize the computer in a variety of ways, both in academic terms as well as leisure…
Descriptors: History Instruction, Computer Uses in Education, Internet, Web Sites
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Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video
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Turvey, Keith – Computers and Education, 2006
Despite recent British government moves to equip all Primary Schools with fast broadband connections to the Internet, it would seem that many schools as yet make little use of the increased capacity this affords other than to incorporate more and more rich multimedia in the form of interactive games or animated presentations to illustrate…
Descriptors: Foreign Countries, Creativity, Internet, Cooperative Learning
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Martin, Allan; Smyth, I. – Journal of Computer Assisted Learning, 1987
Describes a computer simulation game and database package, "Palestine in the First Century," developed for upper primary and secondary school religious education in Scotland and designed for use on a microcomputer with a printer. The effect of this type of software on the role of teachers and students is considered. (Author/LRW)
Descriptors: Computer Assisted Instruction, Computer Simulation, Courseware, Databases