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What influences college students to continue using business simulation games? The Taiwan experience
2009
Computers & Education
Because business and management institutions in higher education have been increasingly using educational simulation games in recent years, factors influencing the continuing use of business simulation ...
The research results on the students' perspective provide a strong support for the teachers to adopt or continue using computer simulation games in classrooms. ...
To understand the intention of the challenged Taiwanese college students to continue using business simulation games, the main objective of this study is to construct an appropriate research model to empirically ...
doi:10.1016/j.compedu.2009.05.009
fatcat:elmdy5xpmvbovlgdcfu7md6zpu
The Effect of Game Genres on Use of Second/Foreign Language Learning Strategies
2008
i-manager's Journal of Educational Technology
Students express stronger positive preferences on using simulation games to learn a foreign language than virtual-pet games. ...
Simulation and role-play games encourage students to figure out the meaning of the unknown words. Simulation games also motivate students to keep playing when confronting a language barrier. ...
Five types of games were used to determine the impact of the use of FL learning strategies among Taiwanese college students. ...
doi:10.26634/jet.5.3.506
fatcat:jpunkqrb5rgppah2nkxdcox5mm
A game framework to enhance the STEM pipeline
2008
Proceedings of the 3rd international conference on Game development in computer science education - GDCSE '08
We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of ...
We sketch a framework integrating all STEM pipeline phases that may be used as the context for dialog among academic and industry stakeholders. ...
K-12 weekend and summer programs, college courses and programs, summer internships and research experiences may use the framework to calibrate game based ideas and suggestions. ...
doi:10.1145/1463673.1463682
dblp:conf/fdg/ShurnHK08
fatcat:3givcysdm5fndm5iip7qkcm3ne
A systematic literature review of empirical evidence on computer games and serious games
2012
Computers & Education
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill ...
to categorizing games was developed. ...
Acknowledgements This work has been co-funded by the EU under the FP7, in the Games and Learning Alliance (GaLA) Network of Excellence, Grant Agreement nr. 258169. ...
doi:10.1016/j.compedu.2012.03.004
fatcat:4vauau755zg7hk6cvspq57xoii
Games and Simulations in Hospitality Education: A Systematic Literature Review
2020
Journal of Tourism Management Research
Contribution/Originality: This study contributes in the existing literature by developing a systematic literature review and by presenting a foundation of current investigations on which hospitality instructors ...
Competing Interests: The authors declare that they have no competing interests. Acknowledgement: All authors contributed equally to the conception and design of the study. ...
Such perceptions show great promise for the continued use of simulation games in hospitality education to increase learner motivation. ...
doi:10.18488/journal.31.2020.71.76.85
fatcat:p5kky5usi5fvjjrgtetqbf6tzu
Shall We Play a Game?
2011
Modern Applied Science
Page 121 We respectfully leave it to others to decide whether Simsoft and the research presented here is a similar introduction. Page 122 ...
This technique can be criticised on the basis of "how qualified are college students, with little or no practical business experience, to make any meaningful evaluation of business simulation games?" ...
This technique can be criticised on the basis of "how qualified are college students, with little or no practical business experience, to make any meaningful evaluation of business simulation games?" ...
doi:10.5539/mas.v6n1p2
fatcat:2t6erxpszregrhaytx3xwr4wgi
Influence of online computer games on the academic achievement of nontraditional undergraduate students
2018
Cogent Education
This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students. ...
Though games can be used to engage various learning styles and behaviors, the platform is mainly practiced at the secondary educational grade level with traditional-aged students. ...
Though some research examines the effectiveness of using digital games-based learning on traditional college students (Ding et al., 2017) , a limited number of studies are dedicated to explore the influence ...
doi:10.1080/2331186x.2018.1437671
fatcat:7zexhwymozdgfltuxq6o4bczbu
Video Game Addiction in Children and Teenagers in Taiwan
2004
CyberPsychology & Behavior
Current models of video game addiction do not seem to fit the findings of this study. ...
Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. ...
Close contacts and communication between school and parents may help to produce immediate policies for students' positive and continuous growth and to avoid their over indulgence in simulated game worlds ...
doi:10.1089/cpb.2004.7.571
pmid:15667052
fatcat:dmecgw7jazeavpcsstgbwtclum
Video Game Addiction in Children and Teenagers in Taiwan
2004
CyberPsychology & Behavior
Current models of video game addiction do not seem to fit the findings of this study. ...
Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. ...
Close contacts and communication between school and parents may help to produce immediate policies for students' positive and continuous growth and to avoid their over indulgence in simulated game worlds ...
doi:10.1089/1094931042403127
fatcat:tpb26kf4yndejdctk3o2gdklpu
The relationship between leisure satisfaction and life satisfaction of adolescents concerning online games
2008
Adolescence
Increasing evidence indicates adolescents are likely to occupy their leisure time with online games. ...
This study investigates the influences of leisure satisfaction on life satisfaction among adolescent online gamers. ...
Another research report by the Market Intelligence Center shows that
Lily Shui-Lian Chen, Department of Business Administration, Hsing-Wu College, Taiwan. ...
pmid:18447089
fatcat:5whfu5tya5epxhw622x5ofrst4
Problems in simulating social reality: Observations on a MUD construction
2003
Simulation & Gaming
The authors look at computer-mediated simulation as an approach to studying social science issues and discuss its limitations, with the design process for a Multiple-User Dungeon (MUD) game serving as ...
Using data gleaned from interviews with the MUD designers, the authors present three findings: (a) fun is a key difference between simulations and reality, because a MUD user can always walk away from ...
Although most of the players were college students, a significant number of high school students participated. ...
doi:10.1177/1046878102250607
fatcat:bzinimp4ibbgzaujp475mdw35i
Educational Computer Games and Spanish Content Learning
2011
Journal of Educational Technology Development and Exchange
Participants were briefly introduced to the Spanish content material prior to using the computer games and completed pretests, post-tests, and satisfaction/engagement surveys as a way to obtain learning ...
games. ...
Methods
Participants Participants for this study included four college students who attended the university. ...
doi:10.18785/jetde.0401.05
fatcat:haae3fug3bfzlimpyv42oqqtgy
Examining the effects of learning motivation and of course design in an instructional simulation game
2010
Interactive Learning Environments
Through this use, we evaluated the perceptions and the learning motivation attributable to a group of students after they played the SIMPLE game. ...
We used a flexible web-based instructional game called the Simulation of Production and Logistics Environment (SIMPLE) game in three decision-science courses in industrial engineering. ...
His research interests include game-based learning and the use and development of simulation technologies to enhance learning. ...
doi:10.1080/10494820802574270
fatcat:yzqnzjkofjcpzehpg7jfjrrsfq
The motivations of adolescents who are addicted to online games: a cognitive perspective
2007
Adolescence
This research explored, from the perspective of cognitive theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. ...
The intrinsic motivation of the addicts was also higher than the nonaddicts. The results imply that intrinsic motivation plays a crucial role in gaming addiction. ...
Computer game design: New directions for intercultural simulation game designers. Developments in Business Simulation and Experiential Exercises, 2, 24—35.
Elliot, A. J., & Devine, P. G. (1994). ...
pmid:17536482
fatcat:ca2x6zkzhvcwbgpfsg3izezgee
A new world of residency education: game changers and proven practices
2021
Canadian Medical Education Journal
use and for what purpose. ...
Conclusion: We present the successful implementation of a comprehensive in situ simulation program in two busy academic centers. ...
facilitating learning) of the medicine trainee, for future application of the schema during a busy call shift. ...
doi:10.36834/cmej.73400
pmid:34567323
pmcid:PMC8463230
fatcat:tnya24o57jhkziyiqfpsfaw6ei
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