The meanings and interrelationships of simulation, gaming, programmed learning and educational technology are considered. Three criteria are put forward for ascribing meanings to such terms. Gaming and simulation are found to have distinct but compatible properties. Programmed learning and educational technology are viewed as a process, not a product. If the two traditions were to interact, both
... [Show full abstract] might benefit; game designers might state their objectives and test whether they are achieved. Programme designers might make use of the highly motivational properties of games and simulations.