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Nicholson, Scott – Childhood Education, 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks,…
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles
Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar – British Journal of Educational Technology, 2016
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
Descriptors: Barriers, Program Implementation, Educational Games, Stakeholders
Misfeldt, Morten – Electronic Journal of e-Learning, 2015
In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…
Descriptors: Educational Games, Learner Engagement, Case Method (Teaching Technique), Program Administration
Lee, C. P.; Uluagac, A. S.; Fairbanks, K. D.; Copeland, J. A. – IEEE Transactions on Education, 2011
This paper describes a competition-style of exercise to teach system and network security and to reinforce themes taught in class. The exercise, called NetSecLab, is conducted on a closed network with student-formed teams, each with their own Linux system to defend and from which to launch attacks. Students are expected to learn how to: 1) install…
Descriptors: Computer Security, Teaching Methods, Computer Networks, Computer Science Education
Lange, Carsten; Baylor, Amy L. – Journal of Economic Education, 2007
The authors present a constructivist approach for teaching game theory, on the basis, in part, of Axelrod's research approach. Using the Axelrod tournament multi-user system (ATMUS) software, students create strategies for a repeated prisoner's dilemma (RPD). Later, these strategies are matched with those of their classmates' in a classroom…
Descriptors: Game Theory, Constructivism (Learning), Computer Assisted Instruction, Computer Software

Borst, Richard – Science Teacher, 1989
Describes a kangaroo simulation which can be adapted for use with radio tracking activities for other animals. Outlines procedures and information to help implement the activity. Provides a map of Australia, calculations, and sample kangaroo movement data. (RT)
Descriptors: Animal Behavior, Biological Sciences, Computer Simulation, Ecology
McCormick, Jim – Programmed Learning and Educational Technology, 1972
Descriptors: Definitions, Game Theory, Material Development, Simulation

Druckman, Daniel – Simulation and Games, 1971
Descriptors: Game Theory, Models, Simulation, Social Sciences
Zemke, Ron – Training, 1982
Gaming situations and their use in business training are examined. Various types of games are described and their benefits to trainees and teachers are discussed. (CT)
Descriptors: Game Theory, Games, Job Training, Simulation
Fennessey, Gail M.; And Others – 1972
An environmental problems unit was organized to be taught with three approaches. One approach contained two simulation exercises, one contained a simulation game and a simulation exercise, and one contained no simulations. These approaches were compared for their effectiveness for teaching facts and relationships and for producing favorable…
Descriptors: Environmental Education, Environmental Influences, Game Theory, Simulation
Rogers, Virginia M.; Kysilka, Marcella L. – Instructor, 1970
Descriptors: Educational Media, Game Theory, Simulation, Social Studies
Milburn, Geoffrey – Monday Morning, 1969
Reflects upon the limitations and possible consequences of indiscriminate use of simulation as a learning device, particularly in terms of humanistic values. (JS)
Descriptors: Game Theory, Moral Issues, Research Needs, Simulation
Educational Product Report Number 32, 1971
A brief review of a book on simulation games and a description of an actual game. (JF)
Descriptors: Educational Games, Game Theory, Instructional Materials, Simulation

Peters, William; And Others – NASSP Bulletin, 1973
Simulation, gaming, and role playing are becoming popular in secondary schools throughout the country. The authors, a special interest group at the University of Kentucky, attempt to clarify the differences among these activities to help administrators and teachers understand what is involved in each. (Editor/CB)
Descriptors: Communication Skills, Game Theory, Models, Role Playing
Towler, John; and others – Instructor, 1970
Descriptors: Elementary School Curriculum, Game Theory, Simulation, Social Studies