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Kryukov, M. M.; Kryukova, L. I. – Simulation and Games, 1986
Describes the basis for a simulation game classification based on the game image, which is created against a foundation of events that occur during the course of the game. Three characteristics of the game image--reflection of reality, dialog, and motivation--are defined, and game dialog types are discussed in detail. (MBR)
Descriptors: Classification, Dialogs (Language), Educational Games, Influences
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Noesjirwan, Jennifer; Freestone, Colin – Simulation and Games, 1979
Presents a simulation game used to verify the theory that culture shock in the form of confusion, hostility, and anxiety occurs when interpersonal communication between interactors from different cultures breaks down. (CMV)
Descriptors: Communication Problems, Cross Cultural Studies, Culture Conflict, Educational Games
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Duke, Richard D. – Simulation and Games, 1982
Discusses the problem of developing a comprehensive self-image to guide policy decisions in institutional management. Six characteristics of the problem are given, together with seven traditional organizational responses. Gaming/simulation is proposed as a solution, and an example of a case study simulation is included. (JJD)
Descriptors: Administrative Policy, Business Administration, Case Studies, Computer Oriented Programs
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Yefimov, Vladimir M.; Komarov, Vladimir F. – Simulation and Games, 1982
Presents a procedure for designing management simulation games in which a series of progressively detailed documents describing the game are prepared until a blueprint of the developed game has been created. The development sequence is described in detail and two tables listing the phases of game documentation accompany the text. (JL)
Descriptors: Definitions, Design Requirements, Documentation, Experiments
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Baba, Norio; And Others – Simulation and Games, 1984
Describes an educational microcomputer gaming system for dealing with the acid rain problem in Western Europe and discusses its objectives, rules, problems, and future perspectives. Usefulness of gaming as an operational aid in formulating appropriate energy policies worldwide is emphasized. (MBR)
Descriptors: Computer Simulation, Educational Games, Futures (of Society), Higher Education
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Anderson, David E. – Simulation and Games, 1982
Describes a computer game used in an introductory experimental psychology class which simulates in a few months the activities of years of effort in a research laboratory. Ideas on developing new computer based simulation games are included. (Author/JJD)
Descriptors: Class Activities, Computer Assisted Instruction, Experimental Psychology, Higher Education
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Thavikulwat, Precha – Simulation and Games, 1988
Discussion of educational games that can be configured to accommodate changes in the structure of the game focuses on MANAGEMENT 500, a microcomputer-controlled prototype business simulation game. Three modes of learning that can be emphasized through a configurable simulation game are explained: learning by discovery, by perseverance, and by…
Descriptors: Business, Competition, Computer Simulation, Discovery Learning
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Saunders, Daniel Mark – Simulation and Games, 1986
Describes the Taffs Pit simulation game, which sets up a meeting between acting and production staff within an invented soap opera program with students role playing and critically observing, and then links to general themes of communication analysis. The simulation's design, role playing, and criticisms of the game are discussed. (MBR)
Descriptors: Communication Research, Design, Discovery Learning, Drama
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Hunsaker, Johanna S.; And Others – Simulation and Games, 1983
Discusses characteristics indicative of negotiation at any level of human interaction, traits of a good negotiator, and a model of the negotiating process. The design of the "Any Occasion Card Company" simulation, which was developed to provide prospective negotiators with the opportunity to assess and improve negotiation skills, is…
Descriptors: Charts, Decision Making, Feedback, Models
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Murphy, Michael J.; And Others – Simulation and Games, 1982
Describes NEGOTIATE, an interactive computer model that synthesizes bargaining theories into algorithmic functions capable of simulating complex labor relations. The models employed in the simulation, the instructional dimension of NEGOTIATE, and various applications of the game are discussed. A seven-item reference list is included. (Author/JL)
Descriptors: Algorithms, Collective Bargaining, Computer Oriented Programs, Decision Making
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Lederman, Linda Costigan – Simulation and Games, 1984
Discusses the postexperience analytic discussion process as a follow-up to simulations and games that teach students about real world experiences within the structural confines of the classroom, offers a conceptual framework for thinking about the process, and examines roles taken by students and teachers in relation to one another. (MBR)
Descriptors: Communication (Thought Transfer), Educational Games, Experiential Learning, Higher Education
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Wynn, Martin; And Others – Simulation and Games, 1982
Describes an educational game which combines the case study method with gaming simulation to provide surveyor students with an awareness of the complexity of land administration. (JJD)
Descriptors: Case Method (Teaching Technique), Case Studies, Educational Games, Experiential Learning
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Brooker, Russell G. – Simulation and Games, 1983
Examines four simulation games used in higher education to teach the role of elections in promoting governmental responsibility, the effects of imperfect accountability on governmental policy, and ways to make governments more accountable. These games simulate interest group lobbying, political party formation, bureaucratic policy making, and…
Descriptors: Accountability, City Officials, Educational Games, Elections
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Schuermann, Allen C.; Hommertzheim, Donald L. – Simulation and Games, 1983
Describes five statistical simulation programs developed at Wichita State University--Coin Flip and Raindrop, which demonstrate the binomial, Poisson, and other related distributions; Optimal Search; QSIM; and RANDEV, a random deviate generation program. Advantages of microcomputers over mainframes and the educational uses of models are noted.…
Descriptors: Computer Assisted Instruction, Computer Graphics, Computer Programs, Engineering Education
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Stanislaw, Harold – Simulation and Games, 1986
Provides a framework for understanding the concept of validity and how it applies to simulation research. Extant tests of validity are discussed in terms of this framework, and a general schema for testing validity is proposed. (MBR)
Descriptors: Classification, Computer Simulation, Computer Software, Definitions
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