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Sermat, Vello – J Personality Soc Psychol, 1970
Descriptors: Behavior Patterns, Behavioral Science Research, College Students, Game Theory
Peer reviewed Peer reviewed
Bredemeier, Mary E.; Greenblat, Cathy Stein – Simulation and Games, 1981
Concludes that, as yet, there is no theoretically based taxonomy of games with clear theory about what aspects of games are expected to have what sorts of distinct effects on what sorts of students, for what reasons. Forty-five references are listed. (Author/LLS)
Descriptors: Classroom Environment, Educational Games, Evaluation Criteria, Evaluation Needs
Peer reviewed Peer reviewed
Addison, Linda – Gifted Child Quarterly, 1979
The article examines the role of simulation games in developing the leadership ability of girls, presents ten guidelines for development of simulation games, and gives an example of a simulation game. (PHR)
Descriptors: Class Activities, Educational Games, Elementary Secondary Education, Females
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Orbach, Eliezer – Simulation and Games, 1979
Using Adar's fourfold classification of students according to dominant motive for learning, it is argued that simulation games possess greater motivational power than other techniques of instruction given their ability to overcome three motivational difficulties. (CMV)
Descriptors: Achievement Need, Affiliation Need, Curiosity, Educational Games
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Lopus, Jane; Placone, Dennis – Journal of Economic Education, 2002
Identifies a Web site providing information about stock market simulations for high school economics courses. Divides the information into two tables: (1) the structure of online stock market games; and (2) the determination of portfolio values of online stock market games. States that changes and updates are available at Web sites. (JEH)
Descriptors: Computer Assisted Instruction, Economics, Economics Education, Game Theory
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Shubik, Martin – Simulation and Games, 1989
Discusses the history and development of gaming and suggests possible future developments. Highlights include models, simulations, and games; the use of games in the military, in social sciences, in business, and in education; the impact of computers on gaming; and the relationship among gaming, game theory, and social psychology. (LRW)
Descriptors: Computer Games, Educational Games, Futures (of Society), Game Theory
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Dixit, Avinash – Journal of Economic Education, 2005
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Descriptors: Game Theory, Teaching Methods, Video Games, Economics Education
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Gorecki, Jennifer J. – Teaching Elementary Physical Education, 2004
Over-the-Line is a striking/fielding game designed from the perspective of the Games for Understanding tactical model to serve as an alternative to traditional kickball, softball, and baseball. Over-the-Line can be modified for developmental appropriateness and tasks can increase in complexity as tactical awareness is attained. This article shares…
Descriptors: Game Theory, Developmentally Appropriate Practices, Psychomotor Skills, Physical Recreation Programs
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Murphy, James J.; Cardenas, Juan-Camilo – Journal of Economic Education, 2004
Managing local environmental resources with moderately enforced government regulations can often be counterproductive, whereas nonbinding communications can be remarkably effective. The authors describe a classroom experiment that illustrates these points. The experiment is rich in its institutional settings and highlights the challenges that…
Descriptors: Conservation (Environment), Microeconomics, Natural Resources, Game Theory
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Brunold, Andreas Otto – Higher Education in Europe, 2005
Globalization is a fundamental factor affecting higher education in this century. More than ever before, the processes of globalization are being integrated into a set of social, technological, economic, cultural and ecological factors, so that we are now beginning to accept that we are facing a completely irreversible world-wide phenomenon. The…
Descriptors: Ecological Factors, Environmental Education, Sustainable Development, Global Approach
Peer reviewed Peer reviewed
Tait, Janice – Alternatives, 1975
Future studies are an holistic approach to problem solving, examining interrelationships and interdependence of events. They establish a broad conceptual framework within which planning can occur in an extended time frame. Examples include model building, game theory, trend extrapolation, and normative planning. (BP)
Descriptors: Change Strategies, Decision Making, Environmental Influences, Futures (of Society)
Weinberg, Sanford B. – 1978
The development of game theory was a response to a need to understand human decision making processes in situations of incomplete or imperfect information. By reducing decision making situations to probability game systems, it is possible to analyze and test various competitive strategies that maximize wins and minimize losses. Although game…
Descriptors: Cognitive Processes, Communication (Thought Transfer), Concept Formation, Conflict
Johnson, Kenneth M. – 1979
The goals of this study were to replicate the findings produced in a previous conversation simulation study, to examine the conditions whereby persons attribute blame, and to extend the methodology employed in simulation game study. Conversations were simulated by a two-person game in which subjects (46 undergraduate students) were provided a deck…
Descriptors: Attribution Theory, Communication Problems, Communication Research, Cooperation
Brenner, Lisa P.; Kraatz, James – 1979
Changes in the design and implementation of instructional simulations on the PLATO IV system have evolved in the direction of more explanation, evaluation, and streamlined simulation. Student pressure to use their own problem solving processes, the practical system limitations of producing environmentally complex simulations, and student confusion…
Descriptors: Computer Assisted Instruction, Demonstrations (Educational), Educational Games, Educational Objectives
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Braun, Ludwig; Friedland, James – 1974
Described is the use of the computer model "BUFLO." BUFLO is a simulation which allows students to study the historical and biological reasons for the extinction of the buffalo. BUFLO simulates the natural life cycle of the buffalo and allows the student to manipulate harvesting policies to reach certain goals outlined in the student handbook.…
Descriptors: Computer Assisted Instruction, Computer Programs, Ecology, Environment
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