Summary
Active participation is the foundation of learning through the media of games and simulations. The actual doing by the students is the important element. Games and simulations, if properly designed and applied, can meet a variety of classroom objectives. A vast array of educational games and simulations has been designed and many are available commercially. However, a skilled and innovative instructor can apply certain guidelines to custom design activities for the individual classroom. Involving students in the design and modification of games and simulations is recommended.
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Butler, J.T. Games and simulations: Creative educational alternatives. TECHTRENDS TECH TRENDS 33, 20–23 (1988). https://doi.org/10.1007/BF02771190
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DOI: https://doi.org/10.1007/BF02771190