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Livingston, Samuel A.; Kidder, Steven J. – 1972
The research study measures changes in political attitudes of high school students after playing the game "Democracy." The primary purpose of the experiment was to determine if role identification and game structure are primarily responsible for the effects of the game upon the player's attitudes. The player takes the role of a congressman who…
Descriptors: Attitude Change, Democracy, Educational Games, Educational Research
Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video
Chapman, Katherine; And Others – 1974
This state-of-the-art paper, first in a series, provides teachers and other educational decision makers with analytical and critical information about the use of simulation/games in social studies classrooms in order to promote and improve the use of this innovative educational technique. Discussed are non-computer, commercially available…
Descriptors: Class Activities, Curriculum Development, Educational Innovation, Educational Philosophy
Chapman, Katherine – 1973
Designed to help teachers maximize outcomes from using any social simulation/game, these guidelines are one part of a project which attempts to provide analytical and critical information on the use of simulation/games in social studies classrooms. The general approach of the guidelines is applicable to any of the simulation type activities now…
Descriptors: Educational Games, Educational Philosophy, Educational Research, Elementary Education