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Bartels, Elizabeth; McCown, Margaret; Wilkie, Timothy – Simulation & Gaming, 2013
Attentiveness to and transparency about the methodological implications of the level of analysis selected for peace and conflict exercises constitute essential elements of good game design. The article explores the impact of level of analysis choices in the context of two key portions of exercises, scenario construction and role specification. It…
Descriptors: Social Sciences, Conflict, Role Theory, Vignettes
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Wenzler, Ivo – Simulation & Gaming, 2009
Simulation designers are continuously facing the challenge of determining how much of the expected value the simulation has delivered to the client. Addressing this challenge is not easy, and it requires simulation designers to stretch their comfort zones. This article presents a ten-step approach for meeting simulation objectives and translating…
Descriptors: Computer Simulation, Performance, Foreign Countries, Guidelines
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Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
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Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
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Tetteh, Edem; McWilliams, Douglas – Simulation & Gaming, 2010
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important…
Descriptors: Quality Control, Inspection, Job Skills, Undergraduate Students
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Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
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Badurdeen, Fazleena; Marksberry, Philip; Hall, Arlie; Gregory, Bob – Simulation & Gaming, 2010
Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production.…
Descriptors: Manufacturing Industry, Problem Based Learning, Problem Solving, Literature Reviews
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Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
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Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank – Simulation & Gaming, 2010
This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…
Descriptors: Educational Games, Administrators, Manufacturing, Business Administration
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Neville, David O.; Shelton, Brett E. – Simulation & Gaming, 2010
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis of contemporary pedagogical, instructional design, new media, and literary-historical theories to…
Descriptors: Curriculum Development, Social Networks, Humanities Instruction, Literature
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Peters, Vincent; Vissers, Geert; Heijne, Gerton – Simulation & Gaming, 1998
Explores the concept of validity in relation to games and simulations, including four aspects of validity that apply to simulations and games (psychological reality, structural validity, process validity, and predictive validity). Factors that may threaten validity during game design are discussed, and suggestions are made to avert these threats.…
Descriptors: Design Requirements, Games, Models, Simulation
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Garris, Rosemary; Ahlers, Robert; Driskell, James E. – Simulation & Gaming, 2002
Presents a model of instructional games and learning that elaborates key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback; and types of learning outcomes that can be achieved. Discusses implications for the design and implementation of effective instructional games.…
Descriptors: Design Requirements, Educational Games, Learning Motivation, Learning Processes
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Jones, Glyn – Simulation & Gaming, 1991
Discussion of design principles in creating interactive video simulations for second-language learning focuses on two interactive video simulations on the Eurocentres Videodisc (ECVD). Four design principles are explained, instructional procedures involved in the ECVD are described, and learners' reactions are discussed. (four references) (LRW)
Descriptors: Computer Assisted Instruction, Design Requirements, Foreign Countries, Instructional Design
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Oswalt, Ivar – Simulation & Gaming, 1993
Summarizes recent military simulation and gaming applications, discusses trends that are affecting their use and development, and describes organizations that are involved with military simulations. Highlights include areas of application, including education and training, analysis, mission support, and evaluation; measuring simulation…
Descriptors: Computer Networks, Design Requirements, Educational Games, Evaluation Methods
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