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Malmstrom, Marianne – set: Research Information for Teachers, 2018
Digital games are responsible for turning my pedagogical practice on its head and landing me in New Zealand. My journey down the digital games "rabbit hole" started in 2007. Not having a map to follow ended up being revolutionary as I learnt to follow the learning. I describe four important lessons I have learnt through working with…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
Australian Council for Educational Research, 2020
The Australian Council for Educational Research (ACER) is one of the world's leading educational research centres. Since it was established in 1930, ACER has built a strong reputation as a provider of reliable support and expertise to education policymakers and professional practitioners. Each year, ACER is involved in a large number of research…
Descriptors: Foreign Countries, Educational Research, Achievement Tests, International Assessment
Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
O'Connor, Peter; O'Connor, Briar; Welsh-Morris, Marlane – Research in Drama Education, 2006
This article examines a national applied theatre programme coordinated through the Department of Child, Youth and Family in New Zealand. The programme uses dramatic processes to create opportunities for communities to discuss and find their own answers to the issues of child abuse and family violence. The programme utilises a sophisticated in-role…
Descriptors: Drama, Child Abuse, Child Neglect, Family Violence
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