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Misfeldt, Morten – Electronic Journal of e-Learning, 2015
In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…
Descriptors: Educational Games, Learner Engagement, Case Method (Teaching Technique), Program Administration
Witherspoon, Lisa; Manning, John P. – American Journal of Play, 2012
The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…
Descriptors: Play, Educational Games, Computer Games, Video Games
Vaninsky, A. – International Journal of Mathematical Education in Science & Technology, 2007
The paper's aim is to demonstrate the utility of the well-known Nim game when it is used as a tool in teaching the binary system. A way to increase student comprehension, it also forms a basis for student projects and extracurricular activities on the topic. The paper offers descriptions of two versions of the game and the underlying mathematical…
Descriptors: Mathematical Concepts, Extracurricular Activities, Educational Games, Class Activities
Kuwabara, Ko – Social Forces, 2005
This article extends Simpson's (2003) research on sex differences in social dilemmas. To test the hypotheses that men defect in response to greed and women to fear, Simpson created Fear and Greed Dilemmas, but experiments using these games supported the greed hypothesis only. In this article I focus on why the fear hypothesis failed and suggest…
Descriptors: Fear, Gender Differences, Hypothesis Testing, Demonstration Programs

Carlson, John G.; Hill, Kenneth D. – Personnel Psychology, 1982
Studied the effect of gaming as an approach to reducing employee absenteeism. A longitudinal study in a small manufacturing plant, showed significant improvement in employee attitude and cooperation due to the opportunity for communication. Operant conditioning also resulted in somewhat lower absenteeism and tardiness. (Author/JAC)
Descriptors: Attendance Patterns, Communication (Thought Transfer), Employee Attitudes, Employees
Curtner-Smith, Matthew – Teaching Elementary Physical Education, 2004
This article describes a hybrid Sport Education-Games for Understanding unit through which upper elementary pupils can learn to play basic striking/fielding games. The unit is written for a class of 30 pupils. The twenty-five lesson unit is described in detail within 10 stages: (1) Getting started and early skill, strategy, rule, and role work…
Descriptors: Units of Study, Team Sports, Lesson Plans, Sequential Learning