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Seibold, David R.; Steinfatt, Thomas M. – 1973
To extend information on communication to game theory, a study was conducted (1) to determine whether there was a relationship between dogmatism of players in a creative alternative game and their game behavior, and (2) to compare the behavior of federal prison inmates playing a game under conditions of real rewards and full communication…
Descriptors: Behavioral Science Research, Communication (Thought Transfer), Conflict, Dogmatism
Weinberg, Sanford B. – 1978
The development of game theory was a response to a need to understand human decision making processes in situations of incomplete or imperfect information. By reducing decision making situations to probability game systems, it is possible to analyze and test various competitive strategies that maximize wins and minimize losses. Although game…
Descriptors: Cognitive Processes, Communication (Thought Transfer), Concept Formation, Conflict
Shapiro, Arthur H.; and others – Nat Sch, 1969
Procedures package includes (1) general introduction, (2) director's handbook, and (3) three exercise--in pull-out format.
Descriptors: Communication (Thought Transfer), Decision Making, Educational Problems, Game Theory
Smith, Robert M. – 1973
Simulation, defined as a representational model of a particular theory, has been the subject of some research in the communication field, but there has been little material published on the uses of simulation as a research tool. Simulations are considered helpful in closing gaps between field studies and laboratory research, serving to increase…
Descriptors: Communication (Thought Transfer), Decision Making Skills, Game Theory, Information Theory
Hasell, Jo – Journal of Architectural Education, 1979
Because of the complexity of large-scale projects, teams of experts have become the new designers of the built environment, with clients, decision makers, and buildings' users demanding inclusion in these teams. The Grand Frame Game is described as a technique for including people in decision making. (MLW)
Descriptors: Architectural Education, Architecture, Communication (Thought Transfer), Community Involvement
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning
Putnam, Linda L.; Bullis, Connie – 1983
A preliminary study investigating the perceptions of intergroup relations in the bargaining process supports Kenneth Burke's concepts of order and mystery. Questionnaires, interviews, and direct observations of teachers' and school boards' teams involved in contract negotiations show that people closest to the bargaining saw more order in the…
Descriptors: Arbitration, Boards of Education, Collective Bargaining, Communication Research
Bonta, Juan Pablo – Journal of Architectural Education, 1979
Playing simulation games is seen as having obvious educational value with players learning through personal involvement. Several games are described, including Communication Networks, Heating and Air-Conditioning (HAC), Construction Management Game, Semiotics, Awards, Blocks, Would You Like to Be an Architect?, POLIGRIP, and PASS. (MLW)
Descriptors: Air Conditioning, Architects, Architectural Education, Building Design