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Halleck, Gene B. – Simulation & Gaming, 2008
This article introduces a simulation on bullying that consists of five phases. In the briefing phase, the participants answer a questionnaire about bullying. After they complete the questionnaire, they move on to read simulated news articles (the second phase). Once they finish reading the articles, the participants take part in a talk show. This…
Descriptors: Class Activities, Bullying, Measures (Individuals), Workshops
Halleck, Gene – Simulation & Gaming, 2007
This study analyzes the use of role-play as an elicitation device for the evaluation of a nonnative speaker's oral language. In this analysis of role-play as a methodology to generate data for assessment purposes, the study examines the role that interlocutors play in two types of interactions. It raises questions about the validity and…
Descriptors: Role Playing, Oral Language, Second Language Learning, Validity
Hayden, Christopher – Simulation & Gaming, 2007
In this article the author introduces the roles he created for two phases of a simulation on language planning in Malaysia. The first phase is a radio call-in show. This is followed by a debate before a panel of arbiters concerning a recent dispute related to English language teaching in Malaysian schools. The final phase involves debriefing (for…
Descriptors: Language Planning, Foreign Countries, English (Second Language), Role Playing
Kovalik, Doina L.; Kovalik, Ludovic M. – Simulation & Gaming, 2007
This article describes a language simulation involving six distinct phases: an in-class quick response, a card game, individual research, a classroom debate, a debriefing session, and an argumentative essay. An analysis of student artifacts--quick-response writings and final essays, respectively, both addressing the definition of liberty in a…
Descriptors: Freedom, Critical Thinking, Writing (Composition), Essays
Qudrat-Ullah, Hassan – Simulation & Gaming, 2007
According to the hypothesis of misperception of feedback, people's poor performance in renewable resource management tasks can be attributed to their general tendency to systematically misperceive the dynamics of bioeconomic systems. The thesis of this article is that dynamic decision performance can be improved by helping individuals develop more…
Descriptors: Feedback (Response), Computer Simulation, Evaluation Criteria, Laboratory Experiments
Barnaud, Cecile; Promburom, Tanya; Trebuil, Guy; Bousquet, Francois – Simulation & Gaming, 2007
The decentralization of natural resource management provides an opportunity for communities to increase their participation in related decision making. Research should propose adapted methodologies enabling the numerous stakeholders of these complex socioecological settings to define their problems and identify agreed-on solutions. This article…
Descriptors: Soil Science, Foreign Countries, Natural Resources, Conservation (Environment)
Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele – Simulation & Gaming, 2007
Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…
Descriptors: Natural Resources, Environmental Education, Role Playing, Simulation
Knyshevytska, Liliya; Hill, Jonnie – Simulation & Gaming, 2007
This study describes the usefulness of a simulation, MARRIAGE AND FAMILY, in helping newly arrived international students adjust to the academic demands of university life. It outlines various phases of the simulation. The narrative regarding its implementation in the classroom demonstrates how well many international students adapt to the value…
Descriptors: Marriage, Student Adjustment, Communicative Competence (Languages), English (Second Language)
Jarmon, Leslie; Keating, Elizabeth – Simulation & Gaming, 2008
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for…
Descriptors: Transformative Learning, Learning Experience, Computer Assisted Instruction, Educational Technology

Jones, Ken – Simulation & Gaming, 1998
Facilitators can be and often are unaware of damage that may be caused by participation in interactive learning events (simulations, role-plays, games, etc.). This is sometimes due to a confusion about what sort of event is taking place. Two hypothetical situations and one real incident are provided and analyzed. Lessons are drawn and…
Descriptors: Case Studies, Educational Environment, Emotional Problems, Games
Jarmon, Leslie; Keating, Elizabeth; Toprac, Paul – Simulation & Gaming, 2008
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for…
Descriptors: Transformative Learning, Learning Experience, Computer Assisted Instruction, Educational Technology
Bos, Nathan D.; Shami, N. Sadat; Naab, Sara – Simulation & Gaming, 2006
There is an increasing need for business students to be taught the ability to think through ethical dilemmas faced by corporations conducting business on a global scale. This article describes a multiplayer online simulation game, ISLAND TELECOM, that exposes students to ethical dilemmas in international business. Through role playing and…
Descriptors: Role Playing, International Trade, Global Approach, Perspective Taking

Asakawa, Tasia; Gilbert, Nigel – Simulation & Gaming, 2003
Draws on published evaluations of Internet-mediated (I-M) educational, business, and policy games to establish an inventory of lessons for future I-M ames. These types of I-M games have important concerns in common: objectives, role-play, synchronicity, game facilitation, and participant interaction. Lessons of design and implementation derived…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Educational Technology

Cherrington, Ruth; van Ments, Morry – Simulation & Gaming, 1996
Discusses a study of teaching methods used by university adult and continuing education tutors and how these methods were perceived and experienced by a sample of students. Findings indicate that role-playing, games, and simulation were infrequently used; students had negative opinions of more experiential methods; and students preferred…
Descriptors: Adult Education, Conventional Instruction, Experiential Learning, Experimental Teaching
Shellman, Stephen M.; Turan, Kursad – Simulation & Gaming, 2006
This article describes an international relations simulation that focuses on threats of transnational insurgent organizations, the future of the Iraqi regime, and the effect of globalization on foreign policies. It contains both the Simulation Director's Guide and the Participant's Guide. The guides explain the steps taken to run the simulation…
Descriptors: Global Approach, International Relations, Foreign Policy, Role Playing