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Educational Games | 13 |
Higher Education | 8 |
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Computer Assisted Instruction | 2 |
Computer Literacy | 2 |
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Simulation and Games | 13 |
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Reports - Descriptive | 13 |
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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

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

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

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

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

Makedon, Alex – Simulation and Games, 1984
Discusses the concept of playful gaming (an idea not expressed fully by either term alone) and uses it as an analytical tool to study the playfulness of games in the context of several social phenomena; i.e., social change, socialization, utopian systems, and educational gaming. An extensive reference list is provided. (MBR)
Descriptors: Definitions, Educational Games, Educational Theories, Instructional Materials

Thiagarajan, Sivasailam; Pasigna, Aida L. – Simulation and Games, 1985
Describes basic structure of a framegame, Chain Gang, in which self-instructional modules teach a cognitive skill. Procedures are presented for loading new content into the game's basic framework to teach algorithms or heuristics and for game modification to suit different situations. Handouts used in the basic game are appended. (MBR)
Descriptors: Algorithms, Design, Educational Games, Formative Evaluation

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

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

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

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

Slesnick, Twila – Simulation and Games, 1983
Describes a computer curriculum for 7- to 12-year-old children which is designed to integrate the computer into multiple subject areas and stimulate the development and sharpening of critical-thinking skills. The course is divided into eight conceptual units, each containing educational computer games or simulations and some related off-line…
Descriptors: Computer Assisted Instruction, Computer Literacy, Critical Thinking, Discovery Learning

Jauch, Lawrence R.; And Others – Simulation and Games, 1989
Reviews the development of integrated business policy and strategic management courses, or capstone courses, in business school curricula. A simulation game is described that incorporates the need for computer literacy, decision support systems (DSS), and interaction to effectively meet the needs for a capstone course. (14 references) (LRW)
Descriptors: Business Administration Education, Capstone Experiences, Computer Assisted Instruction, Computer Literacy