Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 1 |
Descriptor
Decision Making | 4 |
Game Theory | 4 |
Group Behavior | 4 |
Simulation | 2 |
Adoption (Ideas) | 1 |
Attitude Change | 1 |
Behavior Patterns | 1 |
Behavioral Science Research | 1 |
Behavioral Sciences | 1 |
Cheating | 1 |
Class Activities | 1 |
More ▼ |
Publication Type
Journal Articles | 1 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Bowes, David; Johnson, Jay – College Teaching Methods & Styles Journal, 2008
This paper describes classroom experiments in cooperative behavior as examples of experiential learning in economics classes. Several games are briefly discussed and a new game in cartel behavior is presented. In this game, Students make production decisions as a cartel and earn revenues based on their own output decision and the output decision…
Descriptors: Educational Experiments, Classroom Environment, Student Behavior, Experiential Learning

Gallo, Philip; Sheposh, John – Journal of Personality and Social Psychology, 1971
Descriptors: Behavior Patterns, Behavioral Science Research, College Students, Decision Making

Rubin, Herbert J. – Simulation and Games, 1978
PARADIGM is a large-scale stochastic computer simulation of the flow of competing ideas through evolving groups. It is used to examine how different message characteristics influence the speed with which one idea overtakes another in popularity. PARADIGM is discussed in the context of changing ideas in an academic department. (CMV)
Descriptors: Adoption (Ideas), Attitude Change, College Faculty, Communication (Thought Transfer)

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