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Duke, Richard D. – Simulation and Games, 1980
Presents nine steps for game design, and discusses why particular formats were used in the design of five games: CONRAIL Railroad Deregulation, Montauk Exercise, Geothermal Energy, Simulated Nutrition System, and Human Settlement. (CMV)
Descriptors: Design, Educational Games, Game Theory, Guidelines

Greenblat, Cathy Stein – Simulation and Games, 1980
Recommends that group dynamics factors in simulation and gaming be given more consideration, and suggests some possible applications of knowledge in group dynamics when designing and using games. (CMV)
Descriptors: Attitude Change, Design, Educational Games, Group Dynamics

Thiagarajan, Sivasailam; Pasigna, Aida L. – Simulation and Games, 1985
Describes basic structure of a framegame, Chain Gang, in which self-instructional modules teach a cognitive skill. Procedures are presented for loading new content into the game's basic framework to teach algorithms or heuristics and for game modification to suit different situations. Handouts used in the basic game are appended. (MBR)
Descriptors: Algorithms, Design, Educational Games, Formative Evaluation

Ball, Howard G. – Elementary School Journal, 1976
Defines and discusses instructional games in terms of their uses in education. Nine categories are suggested for assessing games: instructional development, skills development, perceptual development, development of social awareness, pupil's readiness, use, design quality, adaptability, and flexibility and validation. (MS)
Descriptors: Class Activities, Cognitive Development, Design, Educational Games

Weinstein, Pauline Smith – Arithmetic Teacher, 1980
Discussed is how to design and construct gameboards to reinforce the numerous but varied concepts and skills taught to students from kindergarten through eighth grade. Also discussed is how a game might be designed to reinforce a particular concept or skill such as telling time or addition facts. (Author/TG)
Descriptors: Class Activities, Construction (Process), Design, Educational Games

Carter, Lynne C.; Lee, Rhona Tye – Science Teacher, 1979
Presents a general step-by-step description of how classroom games for science can be developed. Examples from the slim chance game from the Health Activities Project of the University of California at Berkeley are included. (HM)
Descriptors: Class Activities, Design, Educational Games, Educational Media
Sanoff, Henry – Journal of Architectural Education, 1979
Gaming, an approach to problem solving that engages a real life situation, is a technique particularly appealing for design students because it permits learning about the process of change in a dynamic environment requiring periodic decisions. Two games about consensus decisions are discussed: KEEPS and Senior Center Game. (MLW)
Descriptors: Architectural Education, Community Involvement, Cooperative Planning, Decision Making
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning