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Lacanienta, Andrew – Schole: A Journal of Leisure Studies and Recreation Education, 2022
Many professors and lecturers strive to structure educational experiences that facilitate engaged learning in university classrooms. While some lectures may fail to achieve this goal due to monotone, routine speeches or uninteresting PowerPoint presentations, educational live action role-playing (edu-larp) is a strategy to facilitate interactive…
Descriptors: Teaching Methods, Role Playing, Experiential Learning, Lesson Plans
Gee, James Paul – Palgrave Macmillan, 2007
The author begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like…
Descriptors: Role Models, Video Games, Cognitive Development, Educational Technology
O'Connor, Debra L.; Menaker, Ellen S. – Performance Improvement Quarterly, 2008
Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…
Descriptors: Learning Theories, Educational Games, Team Training, Educational Technology

Gremmen, Hans; Potters, Jan – Journal of Economic Education, 1997
Presents the results of a study that measured the efficacy of an international economics simulation among undergraduates. The simulation consisted of a macroeconomics game where students develop economic policies for four hypothetical countries. A multiple choice test and posttest questionnaire suggests that classroom games are more effective than…
Descriptors: Comprehension, Economics Education, Educational Games, Fundamental Concepts
Kerka, Sandra – 2001
Capstones are culminating experiences in which students synthesize subject-matter knowledge they have acquired, integrate cross-disciplinary knowledge, and connect theory and application in preparation for entry into a career. Capstone courses should be both a synthesis and a bridge to students' future after graduation. In career and technical…
Descriptors: Adoption (Ideas), Capstone Experiences, Case Studies, Classroom Techniques
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers