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Duke, Richard D. – Simulation and Games, 1980
Presents nine steps for game design, and discusses why particular formats were used in the design of five games: CONRAIL Railroad Deregulation, Montauk Exercise, Geothermal Energy, Simulated Nutrition System, and Human Settlement. (CMV)
Descriptors: Design, Educational Games, Game Theory, Guidelines
Christensen, Borge – People's Computers, 1978
This article is a tutorial on writing a simulator--the example used is a casino. The nontechnical, step by step approach is designed to enable even non-programmers to understand the design of such a simulation. (Author)
Descriptors: Algorithms, Computer Programs, Design, Game Theory
Peer reviewed Peer reviewed
Barton, Richard F. – Simulation and Games, 1972
Descriptors: Design, Game Theory, Laboratory Techniques, Learning Laboratories
Bruin, Klaas, Ed.; And Others – 1979
These 16 papers presented at the 1979 conference of the International Simulation and Gaming Association focus on new simulation and gaming models and research findings, with an additional emphasis on the use of simulation and gaming techniques for analytical as well as communicative purposes. Specific topics covered include (1) the state of…
Descriptors: Design, Educational Games, Foreign Countries, Game Theory
Sanoff, Henry – Journal of Architectural Education, 1979
Gaming, an approach to problem solving that engages a real life situation, is a technique particularly appealing for design students because it permits learning about the process of change in a dynamic environment requiring periodic decisions. Two games about consensus decisions are discussed: KEEPS and Senior Center Game. (MLW)
Descriptors: Architectural Education, Community Involvement, Cooperative Planning, Decision Making
May, Hayden Barkley – Journal of Architectural Education, 1979
Gaming-simulation in professional practice, education, and research is discussed. Simulation assists in exploring and resolving incongruent values and interests of clients, users, and architects; conveys complex interactive systems students are trying to understand; and elicits responses to alternative actions and contributes to theory development…
Descriptors: Architectural Education, Architecture, Community Planning, Conflict Resolution
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning
Summers, Luis H. – Journal of Architectural Education, 1979
Operational gaming techniques that are permeating the architectural profession are used to: elicit user needs, represent architectural realities in the classroom, understand the rationale behind complex design decisions, and model decision environments at many levels with coarse or refined data. (MLW)
Descriptors: Architectural Education, Architectural Research, Architecture, Construction (Process)