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Jones, Ken – Simulation/Games for Learning, 1989
Discussion of the difference between an educational simulation and other interactive learning events highlights the effects terminology can have on both facilitators and participants. Five common mistakes made in running simulations are identified, and gaming terminology used in Britain and in the United States is discussed. (three references)…
Descriptors: Educational Games, Foreign Countries, Game Theory, Interaction
Ladousse, Gillian Porter – Simulation/Games for Learning, 1982
Examines some of the reasons that role playing and simulation are not heavily used as teaching techniques in language classes and discusses the need for a better understanding of the nature and scope of the techniques. Ways in which these techniques might be more fully exploited are suggested. (Author/JL)
Descriptors: Class Activities, Instructional Systems, Language Teachers, Learning Activities
Dall, Frank – Simulation/Games for Learning, 1984
Discusses training needs of agricultural students and the process, activities, and resources utilized by a simulation game designed to encourage development of appropriate conflict resolution and communications skills and to create awareness of agricultural extension needs. Summarizes results of field test evaluation of VILLAGE and deficiencies in…
Descriptors: Agricultural Education, Agricultural Skills, Communication Skills, Developing Nations
Matheidesz, Maria – Simulation/Games for Learning, 1987
Describes a board game called Running Errands which is designed to (1) develop language and communication strategies in simulated situations and (2) develop social skills and provide cultural background knowledge. Its use with second language learners of any age and with young children in their own language is discussed. (Author/LRW)
Descriptors: Communication Skills, Cultural Background, Daily Living Skills, Educational Games
Cryer, Patricia – Simulation/Games for Learning, 1986
Presents theoretical perspectives of change of Benne, Chin, Lewin, and Rogers, and draws out strategies that designers of games, simulations, and workshops may find useful. Highlights include rational/empirical, normative/re-educative, and power/coercive strategies; Lewin's force-field model; and Rogers' stage model. (MBR)
Descriptors: Change Strategies, Developmental Stages, Educational Games, Information Dissemination