NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 11 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
Peer reviewed Peer reviewed
Direct linkDirect link
Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
Peer reviewed Peer reviewed
Dutton, Jane E.; Stumpf, Stephen A. – Simulation & Gaming, 1991
Discusses the use of behavioral simulations to study the processes that underlie strategy formulation and implementation. Seven behavioral simulations that attempt to mirror top management interactions in an organization are described and compared; research measures used are discussed; and implications for studies of strategic processes are…
Descriptors: Administration, Behavioral Objectives, Comparative Analysis, Measures (Individuals)
Peer reviewed Peer reviewed
Kashibuchi, Megumi; Sakamoto, Akira – Simulation & Gaming, 2001
Examines the educational effectiveness of a game named POMP AND CIRCUMSTANCE for sex education in a Japanese high school. Compares the effectiveness of educational videos with game conditions and discusses results that show the value of playing the game in the role of the opposite sex. (Author/LRW)
Descriptors: Comparative Analysis, Educational Games, Foreign Countries, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele – Simulation & Gaming, 2007
Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…
Descriptors: Natural Resources, Environmental Education, Role Playing, Simulation
Peer reviewed Peer reviewed
Spelman, Mary Dean – Simulation & Gaming, 2002
Describes an empirical study conducted at the University of Central Oklahoma that investigated the differences in learning outcomes between English as a second language composition courses taught with two different methods, one based on a simulation called GLOBECORP and one on traditional instruction. Discusses progress measured by mandated…
Descriptors: Comparative Analysis, Conventional Instruction, English (Second Language), Higher Education
Peer reviewed Peer reviewed
Christopher, Elizabeth M. – Simulation & Gaming, 1999
Compares the advantages and disadvantages of using simulation games as a teaching tool. Describes some tactics to turn disadvantages into advantages, and concludes by describing the role of the game leader as crucial to learning outcomes. (Author/AEF)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Simulation
Peer reviewed Peer reviewed
Pray, Thomas F.; Gold, Steven – Simulation & Gaming, 1991
Reviews 10 computerized business simulations used to teach business policy courses, discusses problems with measuring performance, and presents a statistically based approach to assessing performance that permits individual team goal setting as part of the computer model, and allows simulated firms to start with different financial and operating…
Descriptors: Algorithms, Business Administration Education, Comparative Analysis, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Faria, Anthony J.; Wellington, William J. – Simulation & Gaming, 2004
An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of…
Descriptors: Foreign Countries, Educational Technology, Computer Assisted Instruction, Use Studies