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Pellas, Nikolaos; Kazanidis, Ioannis – Education and Information Technologies, 2015
Nowadays three-dimensional (3D) multi-user virtual worlds (VWs) are the most well-known candidate platforms in Higher education. Despite the growing number of notable studies that have presented VWs as valuable platforms for the e-Education, there is still a paucity of a comparative study in order to be determined the degree of the students'…
Descriptors: Blended Learning, Online Courses, Higher Education, Comparative Education
Pacanowsky, Michael; Farace, Richard V. – 1974
Ineffective communication in an organization is costly. This paper examines one of the many approaches to solving this problem--increasing employee awareness of communication by increasing employee communication skills and sophistication. Simulation games are an effective means of improving employee awareness. The simulation provides a common…
Descriptors: Behavior Patterns, Business Administration, Communication Skills, Communication (Thought Transfer)
Jacobs, M. Kathryne – 1976
The purpose of this study is to demonstrate an experimental procedure which lends itself to the controlled study of adult moral behavior. The procedure is a variation of Prisoner's Dilemma, a game widely used for the study of conflict resolution. The conflict generated by the game is both interpersonal and intrapersonal. The key issue in the…
Descriptors: Anxiety, Behavior Patterns, Conflict Resolution, Contracts
Rick, John W. – Perspectives in Computing: Applications in the Academic and Scientific Community, 1986
Discusses use of computer simulation as an archeological tool for research and teaching involving the remains of prehistoric game animals to aid in understanding effects of various strategies of prehistoric hunters on populations of game animals. A simulation involving possible vicuna hunting strategies is described. (MBR)
Descriptors: Animal Behavior, Archaeology, Behavior Patterns, Computer Graphics
Seibold, David R.; Steinfatt, Thomas M. – 1974
Following a brief review of the terminology, important research, and distinguishing characteristics of game theory, four potential benefits of a game theoretic approach to communication research are proposed; game simulations facilitate communication process research; a game matrix enables the researcher to simulate situations in which…
Descriptors: Behavior Patterns, Communication Research, Communication (Thought Transfer), Educational Research
Peer reviewedKipper, David A.; Har-Even, Dov – Journal of Clinical Psychology, 1984
Investigated the differential effect of two kinds of behavior simulation (role-playing) interventions: spontaneous and mimetic-pretend, on the readiness and the responsibility attributions associated with delivering electric shocks to others (N=25). Results showed that the spontaneous subjects were more ego-oriented and inhibited in administering…
Descriptors: Aggression, Behavior Patterns, College Students, Electrical Stimuli
Peer reviewedGenter, Donald R. – Psychological Review, 1987
This article examines a current, explicit, central theory accounting for the observed flexibility in motor performance: the generalized motor program with a multiplicative rate parameter. Reanalysis of data reported in the literature and a study of skilled typewriting show that a generalized motor program generally does not fit observed…
Descriptors: Behavior Patterns, Higher Education, Hypothesis Testing, Literature Reviews
Peer reviewedMiller, Gerald R.; And Others – Communication Monographs, 1983
Discusses three aspects of trial simulations used to study juror responses: (1) individuals used as jurors, especially college students; (2) the amount of information provided for jurors; and (3) the presence or absence of jury deliberation. Suggests three methodological caveats for legal communication research employing trial simulations. (PD)
Descriptors: Behavior Patterns, College Students, Communication Research, Court Litigation
Powers, Richard B.; Boyle, William – 1983
The purpose of the Commons Game is to teach students how social traps work; that is, that short-term individual gain tends to dominate long-term collective gain. Simulations of Commons Dilemma have grown considerably in the last decade; however, the research has used small face-to-face groups to study behavior in the Commons. To compare the…
Descriptors: Behavior Patterns, College Students, Comparative Analysis, Fines (Penalties)
Dillon, Randy K. – 1998
This paper explores behavior patterns that inhibit effective communication in everyday, educational, and business cross-cultural settings. Opportunities to change these inhibiting patterns, metaphorically referred to as "stumbling blocks," into building blocks or tools for successful intercultural understandings are discussed in the…
Descriptors: Behavior Patterns, Class Activities, Classroom Techniques, Communication Problems
Peer reviewedKirts, Carla A.; Tumeo, Mark A. – Journal of Environmental Education, 1991
Reports results of a survey of 36 college students who played the Commons Game. This game was developed to illustrate the behavioral patterns, complexities, and frustrations involved in management of commons resources, cited as a major concern for future generations. (10 references) (MCO)
Descriptors: Behavior Patterns, Conservation (Environment), Conservation Education, Educational Games
Fitzgerald, Gail E.; Nichols, Polly J.; Semrau, Louis P. – 1998
This paper describes an alternative delivery approach for training personnel in observation skills using interactive multimedia technology. The "Classroom Behavior Record (CBR) Observation Training Program," includes three videodiscs that contain video and audio scenes of children in classrooms/playgroups and instructional narrations.…
Descriptors: Behavior Patterns, Behavior Rating Scales, Child Behavior, Classroom Observation Techniques

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