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Open AccessJournal Article

Distinguishing between games and simulations: A systematic review

Louise Sauvé, +3 more
- 01 Jan 2007 - 
- Vol. 10, Iss: 3, pp 247-256
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TLDR
The essential attributes of games and simulations are described, the distinctions between these two concepts are presented, and the methodology employed to conduct a systematic review of this literature is described.
Abstract
Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, research was undertaken to fill this methodological gap by identifying the essential attributes of games and simulations. This paper first introduces the context for our study. This is followed by a description of the analysis grid used to create a database of the literature, and the methodology employed to conduct our systematic review of this literature. The essential attributes of games and simulations are then described and the distinctions between these two concepts are presented.

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References
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Journal ArticleDOI

Games, Motivation, and Learning: A Research and Practice Model:

TL;DR: An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
Book

Educating the Net Generation

TL;DR: This reading book is your chosen book to accompany you when in your free time, in your lonely, this kind of book can help to heal the lonely and get or add the inspirations to be more inoperative.
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Introduction to Simulation Using Siman

TL;DR: This book provides an introduction to simulation modeling using the SIMAN simulation language and includes the latest version of this simulation program, including the Cinema platform and Arena.
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Video Games and the Future of Learning

TL;DR: In this article, an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies is presented.