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Rumeser, David; Emsley, Margaret – Journal of Applied Research in Higher Education, 2022
Purpose: The purpose of this paper is to help project management (PM) game designers and educators in simulating complexity in PM games and in assessing the effect of simulated project complexity levels on students' learning experience. To achieve this aim, the authors attempt to design and evaluate two computer-based project crashing games (PCGs)…
Descriptors: Educational Games, Management Development, Learning Experience, Computer Games
Morelock, John R.; Salado, Alejandro; Lakeh, Arash Baghaei; Richards, Trevor K. – Advances in Engineering Education, 2021
In undergraduate engineering education, students are often overexposed to problem-solving methods that are unrepresentative of how engineers solve problems in practice. For decision-making problems, in particular, students are commonly taught to compare alternative solutions using known and provided information. However, many real-world…
Descriptors: Engineering Education, Teaching Methods, Educational Games, Simulation
Hajian, Shiva – IAFOR Journal of Education, 2019
One of the primary goals of education is to ensure that learners can apply their acquired knowledge in various ways and under different circumstances. However, this expected "transfer" does not always occur and, therefore, the acquired knowledge cannot be flexibly employed in different contexts. One way to minimize this problem is to…
Descriptors: Transfer of Training, Teaching Methods, Situated Learning, Comparative Analysis
Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne – International Journal of Game-Based Learning, 2017
This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…
Descriptors: Simulation, Educational Games, Models, Computation
Linantud, John; Kaftan, Joanna – Journal of Political Science Education, 2019
This article uses a multimethod research design to compare Statecraft to non-Statecraft assignments and courses along three dimensions: student engagement, political attitudes, and academic honesty. The results indicate that Statecraft increased student engagement and academic honesty. In terms of political attitudes, students generally remained…
Descriptors: Political Science, Teaching Methods, Comparative Analysis, International Relations
Yin, Haiyan – Journal of Teaching in International Business, 2020
This study describes a foreign investment negotiation simulation game and evaluates its effectiveness on the teaching and learning of international business. The game involves the application of the major topics of an introductory international business course to a setting that is close to the real world, thus allows students to explore the…
Descriptors: Instructional Effectiveness, Teaching Methods, Simulation, Active Learning
Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
Darr, Benjamin J.; Cohen, Alexander H. – Journal of Political Science Education, 2016
Sociologists have long recognized the utility of modified forms of Monopoly as tools for teaching about social stratification within the United States. We present an adaptation of Monopoly to help instructors teach students how capitalism plays out in a liberalizing world economy. By taking on roles as CEOs of global companies based in different…
Descriptors: Educational Games, Social Systems, Social Stratification, Neoliberalism
Thavikulwat, Precha – Simulation & Gaming, 2012
This study applies the learning curve method of measuring learning to participants of a computer-assisted business gaming simulation that includes a multiple-life-cycle feature. The study involved 249 participants. It verified the workability of the feature and estimated the participants' rate of learning at 17.4% for every doubling of experience.…
Descriptors: Educational Games, Simulation, Evaluation Methods, Computer Assisted Instruction
Squire, Kurt; Patterson, Nathan – Wisconsin Center for Education Research (NJ1), 2010
This paper explores the possibilities and challenges games and simulations pose for informal science education. The authors begin with a brief overview of the recent history of games and games research. They then attempt to clarify the distinctions between games and simulations. Next, they examine types of informal learning…
Descriptors: Informal Education, After School Programs, Science Education, Educational Games
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
Kahn, Melvin A.; Perez, Kathleen M. – Journal of Political Science Education, 2009
This paper is an exploratory study of Professor Don Jansiewicz's GAME of POLITICS (The Game) simulation. The course instructor employs The Game in his introductory American Politics class as a learning tool for better understanding the legislative-executive process. Our exploratory study used legislative-executive process questions as part of two…
Descriptors: College Students, Tests, Study Guides, Educational Games
Fritzsche, David J. – Journal of Experiential Learning and Simulation, 1980
Reports the results of an experiment assessing the effectiveness of two different approaches to using simulation games in a marketing course. In one, the game was used as a supplement to the standard lecture/discussion format; in the other, it was used as the central delivery vehicle. Twenty-one references are listed. (Author/LLS)
Descriptors: Comparative Analysis, Educational Games, Higher Education, Intermode Differences

Thiagaragan, Sivasailam; Stolovitch, Harold D. – Simulation and Games, 1979
Presents an overview of frame games developed to provide a content-free instructional structure on which can be loaded locally relevant content. Included are an analysis and comparison of selected games on the basis of eight important characteristics, overall evaluations of selected games, and advantages and disadvantages of frame games. (CMV)
Descriptors: Comparative Analysis, Educational Games, Essays, Evaluation Criteria
Camargo, Maria Eugenia; Jacobi, Pedro Roberto; Ducrot, Raphaele – Simulation & Gaming, 2007
Role-playing games in natural resource management are currently being tested as research, training, and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute to training processes. The objective of this contribution is to analyze the limits and potentialities of this tool for…
Descriptors: Natural Resources, Environmental Education, Role Playing, Simulation