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Zernik, Wolfgang – Simulation and Games, 1988
Description of management games continues a previous article's discussion of how mathematical modeling and microeconomic concepts can be used by players. Highlights include an initial condition simulating a profit-maximizing monopoly; simulating the transition from monopoly to oligopoly; and how mathematical properties of the model affect final…
Descriptors: Management Games, Mathematical Concepts, Mathematical Models, Simulation

Smit, Peter H. – Simulation and Games, 1982
Examines the use of simulation gaming as a research tool in the early assessment of proposed planning procedures in urban renewal projects. About one-half of the citations in the 36-item bibliography are in Dutch; the remainder are in English. (Author/JJD)
Descriptors: Evaluation Methods, Research Needs, Research Tools, Simulation

Duke, Richard D.; Kemeny, Nicole K. – Simulation and Games, 1989
Reviews the evolution of the journal "Simulation and Games" and examines the various topics addressed by contributors over the past 20 years. A history of gaming and simulation is given, and the results of a content analysis of all articles are provided. (LRW)
Descriptors: Content Analysis, Futures (of Society), Games, Scholarly Journals

Jackson, M. W. – Simulation and Games, 1979
Examines the effects of two simulations employed for various teaching purposes in a tertiary education institution. Results indicated that the simulations had little effect on student attitudes and cognitions. (CMV)
Descriptors: Educational Research, Higher Education, Simulation, Sociology

Reither, Franz – Simulation and Games, 1981
Describes an experiment which used a computer simulation program to demonstrate that there are characteristic differences between experts and novices when they have to solve problems in complex situations. Tables of data and a list of six references are included. (LLS)
Descriptors: Cognitive Processes, Computer Oriented Programs, Consultants, Developing Nations

Pratt, Linda K.; And Others – Simulation and Games, 1980
Describes a study designed to determine whether students with different personality types react differently to different educational games and simulations. The thinking-feeling dimension of the Myers-Briggs Type Indicator was used to type a group of graduate students who participated in seven simulation games and simulations. (Author/LLS)
Descriptors: Educational Games, Higher Education, Individual Differences, Individualized Instruction

Seginer, Rachel – Simulation and Games, 1980
A study to determine whether a relationship exists between a seventh grader's performance on a simulation game and on an academic ability test suggests that measures of game performance ability may differ from measures of academic ability in three ways. (LLS)
Descriptors: Academic Ability, Bibliographies, Educational Games, Junior High Schools

Williams, Robert H. – Simulation and Games, 1980
Three groups of 109 undergraduates evidenced attitude shifts from participation to simulation games which were structured in accordance with either the cognitive dissonance or incentive models of attitude change. Identification was suggested as an extra factor influencing attitude change. (CMV)
Descriptors: Attitude Change, Change Strategies, Educational Games, Educational Research

Foster, John L.; And Others – Simulation and Games, 1980
Reviews and critiques the major findings in the simulation impact literature, and offers an impact evaluation of the recently developed urban politics simulation, "Urban Policy Game: A Simulation of Urban Politics." Particular emphasis is placed on the variety of learning experiences accompanying role-play simulations, especially verstehen…
Descriptors: Cognitive Processes, Educational Games, Learning, Literature Reviews

Fennessey, James; Horiuchi, Shiro – Simulation and Games, 1979
According to this study, it is feasible to use groups of teachers as means of developing diagnoses and assessments about concrete aspects of school situations. The pooling of judgments allows capitalization on teachers' collective professional wisdom while neutralizing individual idiosyncrasies. (Author/CMV)
Descriptors: Decision Making, Educational Research, Feasibility Studies, Measurement Instruments

Muhs, William F.; Justis, Robert T. – Simulation and Games, 1981
Describes two studies conducted to test the hypotheses that groups would make more risky decisions than individuals when insignificant consequences were present, and that groups would make more conservative decisions than individuals when significant consequences were present. Twenty references are listed. (LLS)
Descriptors: Business Administration Education, Decision Making, Group Dynamics, Higher Education

Szafran, Robert F.; Mandolini, Ann F. – Simulation and Games, 1980
Describes a study designed to determine the effect of participation in a simulation game (SIMSOC: Simulated Society) on two types of cognitive knowledge: test performance and concept recognition ability. (Author/LLS)
Descriptors: Cognitive Measurement, Educational Games, Higher Education, Objective Tests

Sandver, Marcus H. – Simulation and Games, 1983
A questionnaire was used to measure attitudes toward labor and management both before and after eight hours of simulated negotiations. Subjects were management representatives and local union officers enrolled in two adult education classes. It was found that any attitude change tended to be small and probably short term.
Descriptors: Administration, Adult Education, Attitude Change, Collective Bargaining

Norris, Dwight R.; Snyder, Charles A. – Simulation and Games, 1982
Discusses research into the external validity of simulation games used in education, i.e., the degree to which the games correspond to the real-life situations they are designed to simulate. An exploratory study examines the validity of a business game and potential problems of validity research are examined. (JJD)
Descriptors: Business Education, Educational Games, Experiential Learning, Higher Education

Faria, A. J. – Simulation and Games, 1987
Designed to determine the number of business simulation game users in universities and the business community, this study is based on a survey of business school deans and faculty and business and consulting firms. Results indicate fairly high current usage with good potential for further growth. (LRW)
Descriptors: Business Administration Education, Corporate Education, Futures (of Society), Higher Education