NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)0
Since 2006 (last 20 years)2
Education Level
Higher Education1
Location
Australia1
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 23 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Mazzocco, Ketti; Cherubini, Anna Maria; Cherubini, Paolo – Organizational Behavior and Human Decision Processes, 2013
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly…
Descriptors: Logical Thinking, Games, Puzzles, Game Theory
Gough, John – Australian Mathematics Teacher, 2010
Almost every adult in Australia has played Noughts and Crosses at some time in their life--it is that sort of game, a universal classic. Very few Australian adults play Noughts and Crosses, adult against adult, unless they are bored, witless and cannot think of anything better to do. Adults stop playing this game. Many will say it is boring, while…
Descriptors: Foreign Countries, Games, Adults, Popular Culture
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
Gardner, Martin – Scientific American, 1980
Presents a mathematical game called the dinner-guest problem that deals with Steiner triple systems. (HM)
Descriptors: Educational Games, Game Theory, Games, Mathematical Applications
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
Gardner, Martin – Scientific American, 1979
Discusses some mathematical games concerning the packing of squares. (HM)
Descriptors: Educational Games, Game Theory, Games, Mathematical Applications
May, Lola – Teaching PreK-8, 1995
Offers examples of games and problem-solving strategies to help students solve word problems in mathematics. Emphasizes the importance of first considering the question the word problem poses and using game techniques to teach students how to transfer those same strategies to solve different math problems. (TJQ)
Descriptors: Elementary Education, Game Theory, Games, Learning Strategies
Bushey, William Edward – 1970
In order to investigate the use of strategies in a game-playing computer program, "Gammon," a computer program that plays Backgammon, was developed. It focuses on the play of a given strategy, as well as the process of strategy selection, and examines the concept of strategy as an integrating and driving force in the play of a game. A…
Descriptors: Artificial Intelligence, Computer Programs, Computers, Decision Making
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
Michigan State Univ., East Lansing. Inst. for Community Development. – 1966
This document dates from 1966 and is thought to be primarily useful in allowing the reader to trace the evolution of this model from its earlier stages to completion. M.E.T.R.O. is a gaming simulation which uses techniques of war gaming as a tool for coping with current and anticipated urban problems. At this stage in its conception, M.E.T.R.O.…
Descriptors: Decision Making, Game Theory, Games, Mathematical Models
Peer reviewed Peer reviewed
Direct linkDirect link
Butterworth, William T.; Coe, Paul R. – PRIMUS, 2004
"The Price is Right" ("TPIR") is a rich source of examples of applied probability, combinatorics, and game theory. While some of the games played on stage by individual contestants stress a knowledge of pricing, many are also heavily based on probability. "TPIR" stage games are a treasury of interesting modules that can be effective learning tools…
Descriptors: Game Theory, Mathematics Education, Probability, Mathematics Anxiety
Giammatteo, Michael C. – 1967
This paper, one of a series derived from techniques used in training student teachers, explores the process of manipulating the variables in a problem or conflict or challenge situation. Specifically, it explores interpersonal feelings, intrapersonal feelings and conflicts that occur when these two are not in harmony. The technique calls upon the…
Descriptors: Conflict Resolution, Decision Making, Game Theory, Games
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
Peer reviewed Peer reviewed
Lulli, Henry – School Science and Mathematics, 1989
Provided is a mathematical recreation to strengthen student mathematics skills. The object of the activity is to build up an expression using the four digits of the current year, without rearranging the digits and using combinations of operations, to equal a prescribed value. Descriptions and examples are included. (RT)
Descriptors: Educational Games, Experiential Learning, Game Theory, Games
Allen, Layman E. – 1972
This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…
Descriptors: Class Activities, Educational Games, Experiential Learning, Game Theory
Previous Page | Next Page ยป
Pages: 1  |  2