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Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
Jones, Ken – Simulation/Games for Learning, 1989
Discussion of the difference between an educational simulation and other interactive learning events highlights the effects terminology can have on both facilitators and participants. Five common mistakes made in running simulations are identified, and gaming terminology used in Britain and in the United States is discussed. (three references)…
Descriptors: Educational Games, Foreign Countries, Game Theory, Interaction
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games
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Leigh, Elyssebeth; Spindler, Laraine – Simulation & Gaming, 2004
Effective facilitation of experiential learning involves an array of knowledge and skills. Educators who facilitate open simulations--one form of experiential learning--benefit from having relevant theoretical frameworks to sustain an appropriate balance between being directive and supportive of their participants' freedom to learn. This ongoing…
Descriptors: Foreign Countries, Physics, Experiential Learning, Education Courses
Dueck, Gwen – 1993
This booklet is a practical guide to the use of games, role play, and simulation in the classroom to encourage active learning and increase opportunities for experience and reflection. Basic principles for use of these techniques are presented and include determining the game objective, planning for progressive learning processes, planning a…
Descriptors: Active Learning, Classroom Techniques, Educational Games, Educational Planning