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result(s) for
"Simulation games in education"
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Gamification in learning and education : enjoy learning like gaming
by
Kim, Sangkyun, author
,
Song, Kibong, author
,
Lockee, Barbara B., author
in
Simulation games in education.
,
Education Simulation methods.
2018
\"This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This \"positive failure\" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.\"--Publisher's description.
Digital Twin and Web-Based Virtual Gaming Technologies for Online Education: A Case of Construction Management and Engineering
2020
Mixed reality is advancing exponentially in some innovative industries, including manufacturing and aerospace. However, advanced applications of these technologies in architecture, engineering, and construction (AEC) businesses remain nascent. While it is in demand, the use of these technologies in developing the AEC digital pedagogy and for improving professional competence have received little attention. This paper presents a set of five novel digital technologies utilising virtual and augmented reality and digital twin, which adds value to the literature by showing their usefulness in the delivery of construction courses. The project involved designing, developing, and implementing a construction augmented reality (AR), including Piling AR (PAR) and a virtual tunnel boring machine (VTBM) module. The PAR is a smartphone module that presents different elements of a building structure, the footing system, and required equipment for footing construction. VTBM is developed as a multiplayer and avatar-included module for experiencing mechanisms of a tunnel boring machine. The novelty of this project is that it developed innovative immersive construction modules, practices of implementing digital pedagogy, and presenting the capacity of virtual technologies for education. This paper is also highly valuable to educators since it shows how a set of simple to complex technologies can be used for teaching various courses from a distance, either in emergencies such as corona virus disease (COVID-19) or as a part of regular teaching. This paper is a step forward to designing future practices full of virtual education appropriate to the new generation of digitally savvy students.
Journal Article
Historia ludens : the playing historian
\"This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using 'play' as a paradigm for novel approaches into historical scholarship. 'Playing' and 'gaming' are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike\"-- Provided by publisher.
Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial
by
Bruinink, Laura J.
,
van den Broek, Walter W.
,
Hogeveen, Marije
in
Adaptivity
,
Adult
,
Automation
2024
Background
While game-based learning has demonstrated positive outcomes for some learners, its efficacy remains variable. Adaptive scaffolding may improve performance and self-regulation during training by optimizing cognitive load. Informed by cognitive load theory, this study investigates whether adaptive scaffolding based on interaction trace data influences learning performance, self-regulation, cognitive load, test performance, and engagement in a medical emergency game.
Methods
Sixty-two medical students from three Dutch universities played six game scenarios. They received either adaptive or nonadaptive scaffolding in a randomized double-blinded matched pairs yoked control design. During gameplay, we measured learning performance (accuracy, speed, systematicity), self-regulation (self-monitoring, help-seeking), and cognitive load. Test performance was assessed in a live scenario assessment at 2- and 6–12-week intervals. Engagement was measured after completing all game scenarios.
Results
Surprisingly, the results unveiled no discernible differences between the groups experiencing adaptive and nonadaptive scaffolding. This finding is attributed to the unexpected alignment between the nonadaptive scaffolding and the needs of the participants in 64.9% of the scenarios, resulting in coincidentally tailored scaffolding. Exploratory analyses suggest that, compared to nontailored scaffolding, tailored scaffolding improved speed, reduced self-regulation, and lowered cognitive load. No differences in test performance or engagement were found.
Discussion
Our results suggest adaptive scaffolding may enhance learning by optimizing cognitive load. These findings underscore the potential of adaptive scaffolding within GBL environments, cultivating a more tailored and effective learning experience. To leverage this potential effectively, researchers, educators, and developers are recommended to collaborate from the outset of designing adaptive GBL or computer-based simulation experiences. This collaborative approach facilitates the establishment of reliable performance indicators and enables the design of suitable, preferably real-time, scaffolding interventions. Future research should confirm the effects of adaptive scaffolding on self-regulation and learning, taking care to avoid unintended tailored scaffolding in the research design.
Trial registration
This study was preregistered with the Center for Open Science prior to data collection. The registry may be found at
https://osf.io/7ztws/
.
Journal Article
Getting to know Minecraft
by
Furgang, Adam, author
in
Minecraft (Game) Juvenile literature.
,
Computer games Programming Juvenile literature.
,
Simulation games in education Juvenile literature.
2019
A book for middle school students about the coding of Minecraft-- Provided by publisher.
Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-19
by
Al Moteri, Moteeb A.
,
Yahya, Noraffandy
,
Al-reshidi, Hamad A.
in
Business education
,
COVID-19
,
Educational aspects
2021
COVID-19 has disrupted educational institutes across the world. Teachers and students are now forced to teach and study online for an unidentified period, which severely hampers the learning capacity as well the student’s intention toward entrepreneurship. This study compared the impact of traditional teaching and teaching through online management simulation games on student learning performance and further leads to entrepreneurial intention. To further understand the desirability of business simulation games, we used the technology acceptance model (TAM) and extended it by employing knowledge sharing, knowledge application, learnability, perceived pleasure, and self-efficacy as exogenous variables. For this purpose, time-lagged data were collected from 277 students enrolled in entrepreneurship courses in public sector universities. To deal with homogeneity and generalizability issues, students from different collaborative universities were asked to participate in the study. Structural equation modeling was employed for analysis, where the results depict that the students learning performance was enhanced after using simulation games compared to regular theoretical online lectures, which further encouraged them to be entrepreneurs. We also concluded that simulation games are novel and effective online teaching methodology for students during a time of crisis. The study concludes with its theoretical, practical implications, and directions for future researchers.
Journal Article
Women and gaming : the Sims and 21st century learning
by
Gee, James Paul, author
,
Hayes, Elizabeth R., author
in
Sims.
,
Simulation games in education.
,
Video games Social aspects.
2010
This book focuses on case studies about women who 'play' the Sims. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.
User experience, game satisfaction and engagement with the virtual simulation VR FestLab for alcohol prevention: A quantitative analysis among Danish adolescents
by
Guldager, Julie Dalgaard
,
Hrynyschyn, Robert
,
Dietrich, Timo
in
Adolescent
,
Adolescents
,
Affluence
2023
VR FestLab
is a virtual reality party simulation application. The tool allows users to make decisions while experiencing a virtual party where they are offered alcohol. This study examines the user experience, game satisfaction, and engagement of 181 adolescent users (aged 15–18) with
VR FestLab
involving seven schools in Denmark. All user experience factors of the short user experience questionnaire were rated positively or neutral, and 66% of the students liked the VR experience. Neither the user experience score nor a score for game satisfaction and engagement were associated with sex, age, perceived family affluence, school performance, alcohol consumption and attitudes or mental health of students. Overall, positive user experiences and game satisfaction of
VR FestLab
were found not to differ according to student characteristics. We conclude that virtual simulations offer new ways for developing drinking refusal skills that are attractive and acceptable for adolescent users.
Journal Article
Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review
2025
With the continuous advancement of medical technology and the frequent occurrence of disaster events, the training of health care workers in disaster nursing has become increasingly significant. However, traditional training methods often struggle to engage learners' interest and enthusiasm, making it challenging to simulate emergencies in real-life scenarios effectively. Gamification, as an innovative pedagogical approach that enhances the enjoyment and practicality of learning through the incorporation of game elements, has garnered considerable attention in the realm of disaster nursing education for health care workers in recent years. This review systematically evaluates its effectiveness and explores its advantages in improving training outcomes.
This review aims to evaluate the effectiveness of gamified teaching methodologies in disaster nursing education and to identify the outcome of 16 indicators used in existing studies.
This study was conducted following the PRISMA (Preferred Reporting Items for Systematic reviews and Meta-Analyses) guidelines, using the PICO-SD framework (Population, Intervention, Control, Outcome, Study Design) to establish the inclusion criteria. The researchers systematically searched 8 databases on February 10, 2025, including the Cochrane Library, PubMed, CINAHL (EBSCO), Embase, Web of Science, CNKI, Wanfang, and SCOPUS. Ultimately, 16 quasi-experimental studies investigating the application of gamified teaching in disaster nursing education were included in the analysis. For randomized controlled trials (RCTs), the Cochrane Risk of Bias Assessment Tool (RoB 2.0) was used for quality assessment; for quasi-experimental studies, the Joanna Briggs Institute Risk of Bias Tool for Non-Randomized Intervention Studies was used for methodological quality evaluation. Given the heterogeneity of study designs and the diversity of study indicators, this study used a narrative synthesis to integrate the findings.
The studies included in this review comprised 1 RCT and 15 quasi-experimental designs. Six gamified formats exhibited positive outcomes. The effectiveness of these formats was assessed through various metrics, including theoretical knowledge (14 studies), practical skills (11 studies), learner satisfaction (9 studies), knowledge retention (4 studies), and self-efficacy (2 studies). All formats demonstrated improvements in knowledge and skills, with high levels of satisfaction reported. However, data on long-term retention were limited.
Gamification teaching methods have shown significant potential to enhance core competencies such as emergency response, decision-making, and teamwork in disaster nursing education and have been effective in reinforcing learning engagement through elements such as cooperation, competition, scoring, and scenario simulation. However, there is a lack of standardized assessment frameworks for skill acquisition, longitudinal studies tracking behavior in real-life scenarios, and rigorous RCTs comparing it with traditional instruction. Although the existing evidence has not systematically confirmed its full effectiveness, based on the findings, this paper provides practical recommendations for developing and implementing gamified teaching strategies in disaster nursing education to enhance students' knowledge acquisition and practice.
Journal Article