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1. Operations Strategy with Paper Boats.

2. About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students.

3. An Educational Game to Learn Picking Techniques in Warehousing – WareMover.

4. CREATING EVALUATION PROFILES FOR GAMES DESIGNED TO BE FUN: An Interpretive Framework for Serious Game Mechanics.

5. Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning.

6. Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language.

7. Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors.

8. The Biological Basis of Learning.

9. Teaching Lean Manufacturing With Simulations and Games: A Survey and Future Directions.

10. Digital Games in eLearning Environments: Current Uses and Emerging Trends.

11. Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation.

12. Augmented Virtuality Systems as a Tool for Improving Numeracy Decision-Making Among Children.

13. Simulating the Camp David Negotiations: A Problem-Solving Tool in Critical Pedagogy.

14. Association news & notes.

15. JASAG news & notes.

16. Does Repeated Exposure to Critical Situations in a Screen-Based Simulation Improve the Self-Assessment of Non-Technical Skills in Postpartum Hemorrhage Management?

17. Virtual Reality Simulation Technology for Cardiopulmonary Resuscitation Training: An Innovative Hybrid System With Haptic Feedback.

18. How to Raise Different Game Collaboration Activities: The Association Between Game Mechanics, Players’ Roles and Collaboration Processes.

19. Assuring Business School Learning With Games.

20. Fidelity After SECOND LIFE Facilitator Training in a Sexual Risk Behavior Intervention.

21. Clarifying Sustainable Development Concepts Through Role-Play.

22. Edutainment for Sustainable Development.

23. Setting Conditions for Productive Debriefing.

24. Measuring Video Game Engagement Through the Cognitive and Affective Dimensions.

25. Reflective Redo From the Point of Error: Implications for After Action Review.

26. Subjective Experience and Sociability in a Collaborative Serious Game.

27. GREENIFY: A Real-World Action Game for Climate Change Education.

28. Leveraging Web-Based Environments for Mass Atrocity Prevention.

29. Simulating REAL LIVES: Promoting Global Empathy and Interest in Learning Through Simulation Games.

30. Innovation Diffusion: Assessment of Strategies Within the DIFFUSION SIMULATION GAME.

31. Teacher Perceptions of Games in Singapore Schools.

32. A First Life With Computerized Business Simulations.

33. Promoting Social and Emotional Learning With Games: "It's Fun and We Learn Things".

34. Simulation-based L2 writing instruction: Enhancement through genre analysis.

35. Data generation through role-play: Assessing oral proficiency.

36. Designing management education: Practice what you teach.