Journal of Simulation/Gaming for Learning and Development
The Journal of Simulation/Gaming for Learning and Development is an interdisciplinary, academic journal focusing on all aspects of simulations, games, role-play, serious games, experiential methods, and debriefing. The journal is particularly concerned with applications to learning, teaching, research. development and assessment.
The main purpose of SGLD is to contribute to and disseminate practice, knowledge, research and theory in the design, use, debriefing assessment of simulations, games and related experiential methods. All levels are covered, from primary schools, through secondary schools and universities, to professional uses in industry.
The full name of the periodical is
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Simulation/gaming is to be taken in its broadest meaning, to encompass such areas as simulation, computerized simulation, internet simulation, gaming, simulation/gaming, serious games, educational games, training games, e-games, internet games, video games, policy exercises, planning exercises, debriefing, analytic discussion, post-experience analysis, modeling, virtual reality, game theory, role-play, role-playing, play, active learning, experiential learning, learning from experience, toys, augmented reality, playthings, structured exercises, education games, alternative purpose games, edutainment, digital game-based learning, immersive learning, brain games, social impact games, games for change, games for good, synthetic learning environments, synthetic task environments.
Fields include: sociology, political science, economics, education, cognition, psychology, social-psychology, social psychology, management, business, marketing, government, entrepreneurship, environmental issues, health, medicine, nursing, research methodology, communication, environment, policy, planning, energy, utilities, natural resources, educational, technology, computing, geography, climate change, multi-culturalism, multi-cultural, intercultural, culture, organization studies, negotiation, mediation, history, peace studies, business, statistics, decision making, conflict management, cognition, communication, political science, language learning, media, video games, learning theory, international studies, agriculture, educational technology, information technology.