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Cecchini, Arnaldo; Frisenna, Adriana – Simulation/Games for Learning, 1987
Reviews the problems of classifying gaming techniques and suggests a heuristic approach as one solution. Definitions of simulation, models, role, and game and play are discussed to help develop a classification based on a technique called gaming simulation. (Author/LRW)
Descriptors: Classification, Definitions, Game Theory, Heuristics
Gardner, Martin – Scientific American, 1979
Discusses some theorems and properties of figures produced when circles are tangent to one another. (GA)
Descriptors: Game Theory, Games, Mathematics, Models
Peer reviewed Peer reviewed
Packard, Ted; Fuhriman, Addie – Journal of Employment Counseling, 1973
Discusses application of systems analysis to social and behavioral science as well as machine and non-machine systems. Presents rationale, principles, techniques, and advantages and disadvantages. (CJ)
Descriptors: Counseling, Decision Making, Game Theory, Models
Forsberg, Ed – 1969
Operational gaming is a kind of decision simulation where the players make decisions within the framework of a simulated operating system. For the game to have value in developing vocational awareness, the decision-making exercise should be structured around a model of real life vocational decisions. The gaming experience aims toward helping the…
Descriptors: Career Counseling, Career Guidance, Decision Making, Game Theory
Day, Katherine – Programmed Learning and Educational Technology, 1973
This paper focuses on the simulation games developed at the Johns Hopkins University, Baltimore, U.S.A., which deal with a variety of social processes or situations. The paper, given before game play, identifies some of their characteristic features and discusses the educational implementational implications of the ways in which they are seen to…
Descriptors: Educational Strategies, Educational Theories, Game Theory, Models
Bloomer, Jacquetta – Programmed Learning and Educational Technology, 1973
The meanings and interrelationships of simulation, gaming, programed learning and educational technology are considered. Three criteria are put forward for ascribing meanings to such terms. Gaming and simulation are found to have distinct but compatible properties. Program learning and educational technology are viewed as a process, not a product.…
Descriptors: Educational Media, Educational Objectives, Educational Technology, Game Theory
Peer reviewed Peer reviewed
Hatch, Charles W. – Education, 1984
Presents model aimed at resolution of discrepancies between group objectives and individual behavior under certain conditions using step-by-step analysis based on game theory. May be applied by administrators or managers to educational, industrial, or bureaucratic situations where these "people problems" are present. (NEC)
Descriptors: Conflict Resolution, Elementary Secondary Education, Expectation, Game Theory
Harris, Richard J. – 1971
This extension of Harris' classification system permits classification of the interval-scale properties of any 2 x 2 (two person, two choice) game. The system is compared to taxonomies developed by various previous researchers. It is shown to permit compact description of any 2 x 2 game as an octet of numbers. It also permits rapid classification…
Descriptors: Classification, Decision Making, Game Theory, Games
Peer reviewed Peer reviewed
Brewer, Garry D. – Simulation and Games, 1978
Discusses basic weaknesses and limitations of models, simulations, gaming, and other analytical and behavioral approaches to simplifying reality for understanding. The development and use of scenarios and the model builder's basic conceptions of the aspects of reality being analyzed are described for a one-person, computer-interactive, quasi-rigid…
Descriptors: Concept Formation, Game Theory, Group Behavior, Models
Wiles, David K. – 1976
The mathematical exercise of the the Prisoner's Dilemma is used to explore the issue of whether present models or paradigms of policy analysis cover the complete range of rational decision making. A review of the competing paradigms of the cybernetic concept, the analytic probability concept, and the cognitive categorization concept reveals…
Descriptors: Behavior Theories, Conceptual Schemes, Conflict Resolution, Decision Making
Blank, Deborah E. – Computing Teacher, 1982
Presents problem solving model based on "Pac Man," which is designed to help develop systematic, throughtful, and productive decision making skills. The model--including steps in problem solving process, suggested questions for teachers to ask students, anticipated student responses--and applications to new situations are discussed. Four…
Descriptors: Computer Assisted Instruction, Computer Programs, Decision Making, Elementary Secondary Education
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
Hummel, Thomas J. – 1976
"Algorithmic counseling" is an attempt to apply recent instructional regulation techniques to graduate counselor training and research. This paper seeks to explain what algorithms are, why they could be useful, and how they can be constructed. A central motivation for studying algorithms is their utility in showing students how to accomplish a…
Descriptors: Algorithms, Computer Programs, Counseling, Counselor Training
Sanoff, Henry – Journal of Architectural Education, 1979
Gaming, an approach to problem solving that engages a real life situation, is a technique particularly appealing for design students because it permits learning about the process of change in a dynamic environment requiring periodic decisions. Two games about consensus decisions are discussed: KEEPS and Senior Center Game. (MLW)
Descriptors: Architectural Education, Community Involvement, Cooperative Planning, Decision Making
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