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Palmunen, Lauri-Matti; Pelto, Elina; Paalumäki, Anni; Lainema, Timo – Simulation & Gaming, 2013
Studies on students' perceptions of learning in business simulations often suggest that students like simulations and view them more positively than both lectures and case discussions. However, research on the actual learning outcomes deriving from participating in business simulations still needs to be pursued. Consequently, the purpose of this…
Descriptors: Case Studies, Business Administration Education, Cognitive Processes, Pretests Posttests
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Peer reviewedMailles, Stephanie; Batatia, Hadj – Simulation & Gaming, 1998
Describes use of a computerized simulation to study prediction in a complex environment (i.e., bus traffic control). Nature of the task, presentation method, number of repetitions, and length of time taken for prediction were measured. Prediction was significantly affected by all factors except number of repetitions. No learning effect was…
Descriptors: Cognitive Processes, Computer Oriented Programs, Computer Simulation, Prediction
Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2007
The authors have developed a theory of simulation game design (Multiple Identification Theory; MIT) based on earlier research and several of their own studies. They utilize this theory to create a simulation game designed to change attitudes from a stance of competition to one of cooperation. Three questionnaires are constructed that measure…
Descriptors: Educational Games, Competition, Effect Size, Behavior Change
Peer reviewedMillians, David – Simulation & Gaming, 1999
Describes the age-related developmental issues that typically confront teachers and writers in developing and implementing educational simulation/games. Examines physical, personal and social, language, and cognitive factors. Discusses the steps taken in creating a 16-week simulation for 10- and 11-year olds. Provides a source list of games and…
Descriptors: Adolescents, Cognitive Processes, Computer Games, Computer Simulation
Peer reviewedGundry, Lisa K.; Kickul, Jill R. – Simulation & Gaming, 1996
Conceptual and behavioral methods for developing student abilities to think and behave creatively are presented with suggestions for their application in entrepreneurship courses. Conceptual exercises as well as the use of musical experimentation, card games, and board games as metaphors for business situations are shown to teach a variety of…
Descriptors: Brainstorming, Business Education, Cognitive Mapping, Cognitive Processes

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