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Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
Blum, Ronald, Ed. – 1969
Designed to serve as a guide for integrating interactive problem-solving or simulating computers into a college-level physics course, this anthology contains nine articles each of which includes an introduction, a student manual, and a teacher's guide. Among areas covered in the articles are the computerized reduction of data to a Gaussian…
Descriptors: College Instruction, Computer Assisted Instruction, Curriculum Development, Data Analysis
Leigh, Elyssebeth; Spindler, Laraine – Simulation & Gaming, 2004
Effective facilitation of experiential learning involves an array of knowledge and skills. Educators who facilitate open simulations--one form of experiential learning--benefit from having relevant theoretical frameworks to sustain an appropriate balance between being directive and supportive of their participants' freedom to learn. This ongoing…
Descriptors: Foreign Countries, Physics, Experiential Learning, Education Courses
Nicosia, Gloria – Communication Teacher, 2005
While much of the skill building revolves around the essential skills of reading and writing, additional skills needed to succeed in the workplace are not emphasized sufficiently in the traditional classroom format. Employers are looking for employees with good interpersonal as well as academic skills. Employees who can work as team members on…
Descriptors: Cooperation, Internet, Student Evaluation, Evaluation Methods
Summers, Gary J. – Simulation & Gaming, 2004
New technologies are transforming the business simulation industry. The technologies come from research in computational fields of science, and they endow simulations with new capabilities and qualities. These capabilities and qualities include computerized behavioral simulations, online feedback and coaching, advanced interfaces, learning on…
Descriptors: Feedback (Response), Industry, Coaching (Performance), Business Administration Education