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Warren, James R.; And Others – Simulation & Gaming, 1997
Discusses how simulation technology for the analysis of information systems (IS) supports human decision making. Examines online help and knowledge-based support, graphics, and visual interactive simulation (VIS) and animation. Concludes that there are opportunities to improve the decision support role of simulation technology in IS with enhanced…
Descriptors: Animation, Computer Graphics, Computer Interfaces, Computer Simulation

Duke, Richard D. – Simulation & Gaming, 1995
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Descriptors: Computer Games, Computer Simulation, Computer System Design, Design Requirements

Morgan, Konrad – Simulation & Gaming, 2000
Reviews some of the cross-cultural factors that should be considered in the design of interactive learning environments such as computer simulations and games. Highlights include cross-cultural differences in learning and the use of technology; cross-cultural attitudes toward technology; computer anxiety; and a methodology for culture-centered…
Descriptors: Computer Anxiety, Computer Attitudes, Computer Games, Computer Simulation
Peters, Vincent A. M.; Vissers, Geert A. N. – Simulation & Gaming, 2004
Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…
Descriptors: Games, Classification, Research Methodology, Training Methods
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