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Kim, Sooyeon; Livingston, Samuel A. – ETS Research Report Series, 2017
The purpose of this simulation study was to assess the accuracy of a classical test theory (CTT)-based procedure for estimating the alternate-forms reliability of scores on a multistage test (MST) having 3 stages. We generated item difficulty and discrimination parameters for 10 parallel, nonoverlapping forms of the complete 3-stage test and…
Descriptors: Accuracy, Test Theory, Test Reliability, Adaptive Testing
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von Davier, Alina A.; Holland, Paul W.; Livingston, Samuel A.; Casabianca, Jodi; Grant, Mary C.; Martin, Kathleen – ETS Research Report Series, 2006
This study examines how closely the kernel equating (KE) method (von Davier, Holland, & Thayer, 2004a) approximates the results of other observed-score equating methods--equipercentile and linear equatings. The study used pseudotests constructed of item responses from a real test to simulate three equating designs: an equivalent groups (EG)…
Descriptors: Equated Scores, Statistical Analysis, Simulation, Tests
Livingston, Samuel A. – Educational Technology, 1971
Descriptors: Educational Research, Instructional Materials, Program Effectiveness, Simulation
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Livingston, Samuel A. – Simulation and Games, 1972
Descriptors: Games, Group Behavior, Junior High School Students, Political Attitudes
Livingston, Samuel A. – 1973
The importance of class discussion following a simulation game was investigated by means of an experiment in which four classes of high school students played Ghetto for two periods. Two classes then discussed the game, while the other two were tested before any discussion of the game. The results showed the discussion to have no effect on…
Descriptors: Attitude Change, Class Activities, Educational Games, Group Discussion
Livingston, Samuel A. – 1971
Three before-and-after questionnaire studies were made to test the effectiveness of a simulation game called "Ghetto." In this game the player takes the role of a poor person living in an inner-city slum neighborhood. The education purpose of the game was to increase the players' understanding of the obstacles and hazards that the poor…
Descriptors: Economically Disadvantaged, Educational Games, Ghettos, Simulation
Livingston, Samuel A. – 1971
Fourteen high school students, chosen at random from a group of 28, spent 5 hours participating in a business simulation, after which all 28 students took tests designed to measure their knowledge of business facts and concepts and their ability to evaluate business decisions. The simulation group outperformed the control group on both tests, but…
Descriptors: Academic Achievement, Business Education, Comparative Analysis, Educational Games
Livingston, Samuel A. – 1972
This paper reports the results of research conducted by the Academic Games program since its beginning in 1967. The research is classified and examined in three major categories: The Influence of Game-Playing on the Socialization of Children; Games as Controlled Research Environments, and Effectiveness of Games in Education. In addition, the paper…
Descriptors: Attitudes, Childrens Games, Class Activities, Education
Livingston, Samuel A. – 1970
This investigation attempted to evaluate the effectiveness of the simulation game, Ghetto, in changing attitudes, and to determine whether effectiveness is associated with the personal characteristics of the players. There are two purposes: to teach factual information about the conditions faced by the urban poor in the inner city and to produce a…
Descriptors: Affective Behavior, Attitude Change, Behavior Change, Educational Games
Livingston, Samuel A. – 1971
This report, prepared by the Academic Games program of the Center, investigates the effects of the game Democracy on the political attitudes of junior high school students through two studies. The game focuses on the process of log-rolling, which the players, assuming the role of congressmen, quickly discover to be the most effective way to…
Descriptors: Class Activities, Curriculum Research, Democracy, Educational Games
Livingston, Samuel A. – 1970
Three classroom experiments were conducted using a simulation game, Trade and Develop, designed for classroom use with students in grade six through twelve economic geography classes. The hypotheses tested were: a simulation game will motivate students to learn subject matter related to the game, and, the game will facilitate learning by acting as…
Descriptors: Citations (References), Economics, Educational Games, Educational Research
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
Livingston, Samuel A. – 1972
In an experiment conducted under classroom conditions with 8th grade students, the simulation game "Democracy" was shown to be effective at teaching that "log-rolling" is an acceptable part of the legislative process. Two aspects of the game--role identification and game structure--were shown to contribute independently to its effectiveness.…
Descriptors: Class Activities, Comparative Analysis, Correlation, Educational Games
Karweit, Nancy; Livingston, Samuel A. – 1969
The major hypotheses of this experiment were that students who play a computer game in teams of two or three will perform at least as well as those who play the game individually, and that teams of two or three students will be at least as successful in the game as individual students. Sixth graders of high academic ability were divided into four…
Descriptors: Autoinstructional Aids, Computer Assisted Instruction, Computer Oriented Programs, Decision Making