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Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
McLellan, Hilary, Ed. – Educational Technology, 2008
Stories offer a powerful framework for engagement, reflection, and other important skills that young people need to learn. As digital media have expanded, so have the possibilities for creating stories. Here, several examples of those new possibilities are examined, examples that highlight student-produced online broadcasting initiatives,…
Descriptors: Web Sites, Story Telling, Computer Simulation, Computer Uses in Education
Klopfer, Eric – Educational Technology, 2007
This article explores how the future of mobile learning games lies in the blurring of the line between fun and learning, between in-school and out-of-school. Accomplishing this requires new paradigms as well as new technologies. Mobile learning games can be the conduits between the world of school and the world of life, and make them both more fun…
Descriptors: Educational Technology, Computers, Computer Simulation, Communicable Diseases
Berge, Zane L., Ed. – Educational Technology, 2008
"Second Life" is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of "Second Life" often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi-user virtual environments (MUVEs), if designed properly, especially…
Descriptors: Delivery Systems, Role Playing, Distance Education, Computer Simulation
Tobias, Sigmund; Fletcher, J. D. – Educational Technology, 2007
Empirical research was reviewed to identify recommendations that game designers and developers could use to improve the pedagogical effectiveness of games for instruction. Findings from the research literature suggested 13 recommendations, which are discussed in this article. Distinctions between instructional games and instructional simulations…
Descriptors: Computers, Educational Games, Computer Simulation, Instructional Design
Brown, Abbie; Hodge, Elizabeth; Kisling, Eric; Collins, Sharon – Educational Technology, 2009
East Carolina University recently hosted the first Virtual Worlds in Education Conference, a meeting held entirely in Second Life. The conference provided 135 faculty and administrators from around the world the ability to communicate and share their experiences on teaching, learning, and technology support in an online, multi-user virtual…
Descriptors: Conferences (Gatherings), Peer Evaluation, College Administration, Program Development
Squire, Kurt D. – Educational Technology, 2007
Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and…
Descriptors: Video Games, Educational Practices, Computer Simulation, Computers
Qian, Yufeng – Educational Technology, 2008
3-D virtual worlds, as a new form of learning environments in the 21st century, hold great potential in education. Learning in such environments, however, demands a broader spectrum of literacy skills. This article identifies a new set of media literacy skills required in 3-D virtual learning environments by reviewing exemplary 3-D virtual…
Descriptors: Elementary Secondary Education, Media Literacy, Computer Simulation, Elementary School Students
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
Saito, Ron – Educational Technology, 2002
Examines instructional computer simulation from a Heideggerian point of view, claiming that traditional conceptions of simulation do not account for important characteristics of existence, namely anxiety and waiting. Discusses Heidegger's conception of Bestand, or standing reserve, and suggests implications for instruction. (Author/LRW)
Descriptors: Anxiety, Computer Assisted Instruction, Computer Simulation, Instructional Design
Instructional Transaction Theory: Knowledge Relationships among Processes, Entities, and Activities.
Merrill, M. David; And Others – Educational Technology, 1993
Discussion of instructional transaction theory focuses on knowledge representation in an automated instructional design expert system. A knowledge structure called PEA-Net (processes, entities, and activities) is explained; the refrigeration process is used as an example; text resources and graphic resources are described; and simulations are…
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Simulation, Expert Systems
Andrews, Dee H. – Educational Technology, 1988
Delineates the differences between simulators and training devices, and discusses the possibility of inadequate training when simulators are used as training devices. Guidelines for appropriate training device development using a behavioral learning approach are presented. (13 references) (CLB)
Descriptors: Behavioral Objectives, Computer Assisted Instruction, Computer Simulation, Evaluation Criteria
Norton, Priscilla – Educational Technology, 1992
Discussion of discourse created by computers defines discourse as a pattern of cognitive functioning and identifies two such modes of thought: narrative and expository. Discussion covers the computer as discourse; schemas as a way to understand how knowledge is organized; simulations, hypermedia, and databases as discourse; and interactive…
Descriptors: Cognitive Structures, Computer Oriented Programs, Computer Simulation, Databases
Thurman, Richard A.; Mattoon, Joseph S. – Educational Technology, 1994
Considers the role and effectiveness of virtual reality in simulation-based training. The theoretical and practical implications of verity, integration, and natural versus artificial interface are discussed; a three-dimensional classification scheme for virtual reality is described; and the relationship between virtual reality and other…
Descriptors: Classification, Comparative Analysis, Computer Assisted Instruction, Computer Simulation
Strang, Harold R.; Loper, Ann Booker – Educational Technology, 1983
Describes the hardware and software, typical application, future use, and initial results of an evaluation of a program which enables future teachers to practice their teaching skills on microcomputer-simulated students. These "students" are programed with such characteristics as enthusiasm and prior knowledge and are able to interact.…
Descriptors: Computer Programs, Computer Simulation, Elementary School Teachers, Methods Courses