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Thavikulwat, Precha – Simulation & Gaming, 2012
This study applies the learning curve method of measuring learning to participants of a computer-assisted business gaming simulation that includes a multiple-life-cycle feature. The study involved 249 participants. It verified the workability of the feature and estimated the participants' rate of learning at 17.4% for every doubling of experience.…
Descriptors: Educational Games, Simulation, Evaluation Methods, Computer Assisted Instruction
Lennon, Jeffrey L. – Simulation & Gaming, 2010
This study sought to evaluate the utility of a Web-based game on the topic of immunity, based upon the work of Nobel Prize winner Ileya Mechnikov. This was accomplished through postgame written debriefing with an oral debriefing follow-up. A qualitative case study was conducted in a nonformal home setting. The participant learned new information,…
Descriptors: Educational Games, Learning Strategies, Learning Experience, Internet
Sanders, Janet H.; Udoka, Silvanus J. – Simulation & Gaming, 2010
Fundamental concepts and definitions of electronic learning (eLearning) continue to emerge, and theories of eLearning that have been advanced thus far cover an array of academic perspectives including training and education, learning and knowledge, and technology and applications to specific market segments. Any study of the effectiveness and…
Descriptors: Electronic Learning, Program Effectiveness, Manufacturing, Virtual Classrooms
Knyshevytska, Liliya; Hill, Jonnie – Simulation & Gaming, 2007
This study describes the usefulness of a simulation, MARRIAGE AND FAMILY, in helping newly arrived international students adjust to the academic demands of university life. It outlines various phases of the simulation. The narrative regarding its implementation in the classroom demonstrates how well many international students adapt to the value…
Descriptors: Marriage, Student Adjustment, Communicative Competence (Languages), English (Second Language)
Thavikulwat, Precha; Pillutla, Sharma – Simulation & Gaming, 2004
This article reports on two studies that were conducted to determine whether (a) total enterprise simulations are suitable for assessing business skills and (b) the tournament concept can be effectively applied to such simulations. The first study involved 141 senior business students; the second, 74. The results are consistently favorable on both…
Descriptors: Simulation, Program Effectiveness, Business Skills, Learning Strategies
Gosen, Jerry; Washbush, John – Simulation & Gaming, 2004
This article focuses on the research and scholarship dealing with the assessment of the experiential approach in both its computer-based and human-based forms. It covers two forms of assessment. First it covers explicit attempts to assess the validity of experiential learning, and second it focuses on measuring the effectiveness of the…
Descriptors: Research Design, Validity, Experiential Learning, Program Effectiveness