Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 2
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Kaufman, D., Sauvé, L., Owston, R. & Watters, C. (2007). Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 2. In T. Bastiaens & S. Carliner (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (pp. 987-990). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/26463.
Conference Information

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2007
Quebec City, Canada
October 15, 2007
ISBN 1-880094-63-0
Theo Bastiaens & Saul Carliner
AACE
More Information on ELEARN
Table of Contents
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Abstract
Computer-based games and simulations are widely regarded in the literature as promising learning technologies. However, integrating these activities into educational programs and evaluating their impact present many challenges in design, technological support, evaluation and implementation. This symposium presents five projects that address aspects of these issues and show the impact of games and simulations on health-related learning in clinical, classroom and professional education settings. These include a multimedia Parcheesi game used to teach teenagers about sexually transmitted infections; a series of games for children managing chronic diseases including Inflammatory Bowel Syndrome; the COMPS environment for health professional education; a randomized field trial of games for student literacy skills; and the ENJEUX collaborative online play environment. All are part of the Canada-wide Simulation and Advanced Gaming Environments (SAGE) for Learning initiative.
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