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Showing 1 to 15 of 18 results Save | Export
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Nicholson, Scott – Childhood Education, 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks,…
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles
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Turocy, Theodore L. – Journal of Economic Education, 2009
The author describes a protocol for classroom experiments for courses that introduce undergraduates to signaling games. Signaling games are conceptually difficult because, when analyzing the game, students are not naturally inclined to think in probabilistic, Bayesian terms. The experimental design explicitly presents the posterior frequencies of…
Descriptors: Class Activities, Experiments, Games, Undergraduate Study
Bock, Barbara – Media and Methods, 1969
The theory and application of educational games are discussed, with the point being made that little is known for certain about their effectiveness. The game of "Manchester," dealing with the Industrial Revolution in England, is described in some detail, and 25 other games are noted. (LS)
Descriptors: Class Activities, Educational Games, Game Theory, Instructional Innovation
Dennis, J. Richard; And Others – 1979
This discussion of games--particularly computerized games--and their potential in schools addresses several topics: what games are, types of games (free-form, rigid-form, or open-form) and their educational applications, the role of games in learning, student participation in adapting existing games for computer presentation, and special classroom…
Descriptors: Class Activities, Computer Assisted Instruction, Educational Games, Game Theory
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Cohen, Richard B.; Bradley, Robert H. – Reading Improvement, 1978
Lists the advantages of using simulation games in social studies classrooms for special education students, noting appropriate research and providing specific examples. (RL)
Descriptors: Class Activities, Educational Games, Elementary Secondary Education, Game Theory
Allen, Richard K. – 1974
In an attempt to discover improved classroom teaching methods, a class was turned into a business organization as a way of bringing life to the previously covered lectures and textual materials. The simulated games were an attempt to get people to work toward a common goal with all of the power plays, secret meetings, brainstorming, anger, and…
Descriptors: Class Activities, Communication (Thought Transfer), Course Organization, Game Theory
Taylor, John L.; Walford, Rex – 1972
The contemporary art of simulation is discussed in this short guide. The intent of the authors is to introduce classroom simulation to a more general audience by reviewing the state of the art. Six games from a variety of subjects in secondary school curriculum are described in detail. Of particular utility to the reader is the annotated directory…
Descriptors: Bibliographies, Class Activities, Directories, Educational Games
Kell, Carl L.; Winn, Larry James – 1976
In public-speaking courses, the use of games--a specific type of simulation--can help to overcome three of the most basic problems faced by the teacher: the gap between the study of theory and the application of that theory, the limited experience gained by students confined to speaking situations within classroom walls, and student stage fright.…
Descriptors: Class Activities, Communication Skills, Educational Games, Game Theory
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Shelly, Ann Converse – Social Education, 1973
This article deals with the basic techniques of teaching entire classes to cooperatively develop simulation games. The first section presents a model which serves as a nucleus for developing the instructional strategies in the second section. (Author/KM)
Descriptors: Class Activities, Curriculum Development, Game Theory, Guidelines
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Faherty, Vincent E. – Journal of Education for Social Work, 1983
The potential for use of simulation and game theory in social work education to make problem solving more real and to supplement experience in analysis is examined. Simulation models, materials, methods, and topics are discussed. (MSE)
Descriptors: Class Activities, Curriculum Development, Evaluative Thinking, Game Theory
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Cline, Starr – Gifted Child Quarterly, 1979
The article discusses the use of simulation games (an activity in which participants interact within an artificially produced environment which recreates some aspect of social reality) with gifted children. (PHR)
Descriptors: Bibliographies, Class Activities, Educational Games, Elementary Secondary Education
Turney, Michael L. – 1973
This dissertation explores the teaching/learning application which simulation-gaming has to offer journalism/mass communication educators. It proposes eight uses to which journalism/mass communication educators can put simulation-games and develops a series of generating principles, based on a broad concept of mass communication, which are…
Descriptors: Class Activities, Communication (Thought Transfer), Doctoral Dissertations, Game Theory
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Addison, Linda – Gifted Child Quarterly, 1979
The article examines the role of simulation games in developing the leadership ability of girls, presents ten guidelines for development of simulation games, and gives an example of a simulation game. (PHR)
Descriptors: Class Activities, Educational Games, Elementary Secondary Education, Females
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Miller, Larry D. – Simulation and Games, 1978
Describes a modified values auction simulation game, reports on three levels of analysis employing actual classroom data (group, subgroup, and individual), and offers suggestions for utilizing values data in social research. (CMV)
Descriptors: Class Activities, Data Analysis, Decision Making, Educational Games
Mealor, Jennifer H.; Mealor, W. Theodore – Mississippi Geographer, 1973
Values of games as teaching strategies are outlined. In the simulation described in this paper students assume certain roles, analyze information, and make decisions. This is an example of how gaming might be used in a problem solving situation in a high school or college classroom. (SM)
Descriptors: Class Activities, College Instruction, Decision Making, Educational Games
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