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Tetteh, Edem; McWilliams, Douglas – Simulation & Gaming, 2010
Customer needs for high-quality goods and the risk of product-liability litigation against businesses have made companies look for a way to sustain quality assurance in their products and services. Lean manufacturing is the latest and most successful system being used by companies to turn their business around. Visual inspection plays an important…
Descriptors: Quality Control, Inspection, Job Skills, Undergraduate Students
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Wilkenfeld, Jonathan; Kraus, Sarit; Holley, Kim M. – Simulation & Gaming, 1998
Discusses decision making and suggests that using simulation techniques based on a sophisticated decision support system facilitates the identification of utility-maximizing strategies. The negotiation training model is described, and preliminary results based on simulation runs are reported. (LRW)
Descriptors: Decision Making, Decision Support Systems, Models, Simulation
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Pedersen, Paul – Simulation & Gaming, 1994
Examines the Triad Training Model for training counselors to better articulate a client's internal dialog during simulated counseling interviews. The theoretical basis for the model is discussed, positive and negative feedback is considered, and supporting research is presented. (Contains 20 references.) (LRW)
Descriptors: Counseling Techniques, Counselor Training, Feedback, Literature Reviews
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Westwood, Marvin – Simulation & Gaming, 1994
Reviews the rationale for the use of simulation and game exercises as part of counselor education programs. Counselor competencies in the areas of knowledge, skills, and self-awareness are discussed; and the use of experience-based learning activities is explained, including the debriefing stage. (Contains three references.) (LRW)
Descriptors: Competence, Counselor Training, Educational Games, Experiential Learning
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Neves, Joao S.; Sanyal, Rajib N. – Simulation & Gaming, 1992
Describes a game called UPSIDE DOWN that is designed for use in higher education courses or in corporate training to sensitize participants to cultural issues when interacting with groups with different backgrounds. Both intragroup and intergroup interactions are described, suggestions for debriefing are given, and a complete set of rules is…
Descriptors: Cross Cultural Training, Cultural Background, Cultural Differences, Games
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Fowler, Sandra M. – Simulation & Gaming, 1994
Describes the use of simulation games in cross-cultural training, noting that participants in these programs are usually adults. Highlights include a history of cross-cultural training; diversity training; learning processes; motivation; practice; shared experience; examples of simulation games used for cross-cultural training; and trainers who…
Descriptors: Cross Cultural Training, Cultural Differences, Drills (Practice), Learning Processes
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Horn, Robert E. – Simulation & Gaming, 1995
"The Guide to Simulations/Games for Education and Training" was the authoritative reference book for the field from 1970 to 1985. Describes technological developments and changes in the field and the four editions that were created as a result of those changes. (AEF)
Descriptors: Change, Computer Games, Computer Simulation, Educational Technology
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Steuer, Eckhard – Simulation & Gaming, 1992
Describes Assessment Center (AC) programs that are used in Germany to prepare university business graduates making job applications to large companies. The simulation of real-life application procedures is explained, problems associated with the validity of the AC are addressed, and the roles and attitudes of students and experts are discussed.…
Descriptors: Administrator Education, Assessment Centers (Personnel), Foreign Countries, Higher Education
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Jenvald, Johan; Morin, Magnus – Simulation & Gaming, 2004
The article presents an approach to emergency response training that combines simulation of hazardous environmental factors with extensive registration of the activities in a training scenario. Simulation enhances realism by exposing the trainees to representations of hazards without putting them at risk. Registration generates data that describe…
Descriptors: Emergency Programs, Foreign Countries, Training Methods, Simulation
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Oswalt, Ivar – Simulation & Gaming, 1993
Summarizes recent military simulation and gaming applications, discusses trends that are affecting their use and development, and describes organizations that are involved with military simulations. Highlights include areas of application, including education and training, analysis, mission support, and evaluation; measuring simulation…
Descriptors: Computer Networks, Design Requirements, Educational Games, Evaluation Methods
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Duke, Richard D. – Simulation & Gaming, 1995
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Descriptors: Computer Games, Computer Simulation, Computer System Design, Design Requirements
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Peters, Vincent A. M.; Vissers, Geert A. N. – Simulation & Gaming, 2004
Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…
Descriptors: Games, Classification, Research Methodology, Training Methods
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Dugdale, Julie; Pallamin, Nico; Pavard, Bernard – Simulation & Gaming, 2006
Training firefighters is a difficult process in which emotions and nonverbal behaviors play an important role. The authors have developed a mixed reality environment for training a small group of firefighters, which takes into account these aspects. The assessment of the environment was made up of three phases: assessing the virtual agents to…
Descriptors: Foreign Countries, Decision Making, Training Methods, Experiential Learning
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Ahamer, Gilbert – Simulation & Gaming, 2006
SURFING GLOBAL CHANGE (SGC) serves as a procedural shell for attaining sustainable solutions for any interdisciplinary issue and is intended for use in advanced university courses. The participants' activities evolve through five levels from individual argumentation to molding one's own views for the "common good." The paradigm of…
Descriptors: Foreign Countries, Lesson Plans, Ethics, Problem Based Learning