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Scholder, Amy; Zimmerman, Eric – E-Learning, 2005
This article is excerpted, with the permission of the editors and the publishers, from an edited book published by Peter Lang Publishing in conjunction with Eyebeam (www.eyebeam.org), a not-for-profit new media arts organization in New York City. It reproduces one of the book's four organizing "modules"--Games as Exchange--which focuses on new…
Descriptors: Interpersonal Relationship, Interaction, Learning Modules, Educational Games
Redesigning the Traditional Business Gaming Process: Aiming to Capture Business Process Authenticity
Lainema, Timo – Journal of Information Technology Education, 2004
The constantly changing business environment has forced many organizations to move away from focusing on individual tasks and functions to focusing on more integrated and coordinated ways of work. Higher-level business and information systems (IS) education is also in a state of change, as the traditional curriculum does not coincide with business…
Descriptors: Information Systems, Business, Game Theory, Constructivism (Learning)
McClellan, George S.; Winters, Ken C. – New Directions for Student Services, 2006
Gambling is a part of human history, and it is currently enjoying unparalleled popularity around the world. This chapter gives a brief definition and history of gambling, information about the rate of participation by college students, and suggestions for practice and future research. (Contains 1 table.)
Descriptors: College Students, Risk, Game Theory, Historical Interpretation
Jones, William M. – 1985
Free-form games are applicable to a range of problem-solving situations. This document discusses gaming as a procedure for organized study of the complex problems entailed in confrontations and crises. The major focus of the booklet is on the various forms of this game type, the kinds of problems to which it is best adapted, and some approaches to…
Descriptors: Conflict, Conflict Resolution, Decision Making, Educational Games
Kline, William A. – 1979
This paper describes an experimental teacher education program organized in terms of the "social process model," a theory of educational interaction that stresses: 1) the ecology of social environments; 2) the rules and roles involved in given social episodes; and 3) the status of social episodes as interpersonal games. Classrooms are…
Descriptors: Classroom Environment, Educational Research, Experimental Programs, Game Theory
Pollak, Richard Alan – 1972
This study investigated the development and evaluation of a computer-augmented science learning game model, through the implementation of a specific game derived from the game model. Formative evaluation strategies were synthesized from two existing evaluation procedures and were tested and applied to the learning resource under development. As a…
Descriptors: Computer Assisted Instruction, Doctoral Dissertations, Educational Games, Educational Research
Walcott, Charles; Walcott, Anne – 1976
Designed to improve undergraduate political science instruction, this monograph provides a guide to the design and use of simulations and games in the political science classroom. The book is divided into five chapters that stress the legitimate need and use of simulations and games. Chapter one outlines the background of simulations and games and…
Descriptors: Curriculum, Educational Games, Educational Objectives, Game Theory
Barton, Richard F. – 1970
In a primer intended for the administrative professions, for the behavioral sciences, and for education, simulation and its various aspects are defined, illustrated, and explained. Man-model simulation, man-computer simulation, all-computer simulation, and analysis are discussed as techniques for studying object systems (parts of the "real…
Descriptors: Class Activities, Computers, Educational Games, Game Theory
Roberts, Tommy L.; Keahey, Scott P. – 1970
The total systems approach to guidance and counseling is an attempt to help the student understand the personality of the environmental systems in relation to his own personality. Such an approach would provide for integration of the two personalities leading to productive behavior and individual goal achievement. This objective can be approached…
Descriptors: Adjustment (to Environment), Behavior, Career Guidance, Counseling
Peer reviewedBrooker, Russell G. – Simulation and Games, 1988
Discussion of the use of simulation games to teach political strategy focuses on the relationship between honesty and expediency (winning). Three models of competition are developed, each involving a different relationship between truth and success, and the outcomes of a course on social situations and gaming are discussed. (16 references) (LRW)
Descriptors: Behavior Patterns, Ethical Instruction, Ethics, Game Theory
Peer reviewedRector, Robert E. – Mathematics Teacher, 1987
Game theory is appropriate as a topic for an honors seminar for high school students. Matrices provide a model for analyzing certain situations involving conflict, and probability theory can be used to determine the best strategies for the players. Variations on the ancient game of morra are discussed. (MNS)
Descriptors: Game Theory, Games, Mathematical Applications, Mathematical Enrichment
Peer reviewedHirsch, Christian R. – Arithmetic Teacher, 1976
The game of Sprouts is explained, and some elementary graph theory notions and techniques of game analysis are introduced. (DT)
Descriptors: Educational Games, Elementary School Mathematics, Elementary Secondary Education, Game Theory
Peer reviewedBredemeier, Mary E.; And Others – Simulation and Games, 1982
Assesses effects of a popular simulation game on attitudes of ethnocentrism and dogmatism in college students. Review of the game, its relationship to an educational philosophy course, background research, problems in assessing effects of games, and methods and outcomes of this study are discussed. Nine references and appendices are provided. (EJS)
Descriptors: Attitude Change, Authoritarianism, Beliefs, College Students
Peer reviewedCarlson, John G.; Hill, Kenneth D. – Personnel Psychology, 1982
Studied the effect of gaming as an approach to reducing employee absenteeism. A longitudinal study in a small manufacturing plant, showed significant improvement in employee attitude and cooperation due to the opportunity for communication. Operant conditioning also resulted in somewhat lower absenteeism and tardiness. (Author/JAC)
Descriptors: Attendance Patterns, Communication (Thought Transfer), Employee Attitudes, Employees
Gutenschwager, Gerald – Journal of Architectural Education, 1979
Discusses the problem of establishing gaming as a legitimate educational form by locating it within a larger theoretical scheme pertaining to what might be called the sociology of knowledge and by postulating how it ought to affect players as a learning experience. (MLW)
Descriptors: Adult Education, Architectural Education, Communication (Thought Transfer), Conflict Resolution

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