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Peer reviewedCollet, LeVerne S.; Shiffler, Nancy L. – Journal of Educational Computing Research, 1985
A study was conducted to assess effectiveness of a computer simulation which exposed students to three levels of real-life research situations as laboratory experience accompanying graduate level research design course. Simulation effects on achievement, perceived research competence, interest in research, and effects of differing amounts of…
Descriptors: Academic Achievement, Analysis of Covariance, Comparative Analysis, Competence
Lewis, Eileen L.; And Others – Educational Technology, 1993
Describes a study of eighth-grade students that investigated the impact of computer simulations on students' ability to generalize scientific concepts from classroom to naturally occurring problems. A curriculum for teaching thermodynamics that was reformulated to emphasize integration of understanding is described, and student reactions are…
Descriptors: Computer Assisted Instruction, Computer Simulation, Concept Teaching, Courseware
Peer reviewedGosenpud, Jerry – Simulation and Games, 1989
This discussion of research methodologies and performance prediction in business simulations describes a study of undergraduates that considered time in the prediction of simulation performance, and explored how relationships between performance and its antecedents vary over the simulation's duration. Hypotheses tested are explained and results of…
Descriptors: Business Administration Education, Correlation, Educational Games, Higher Education
Peer reviewedKirts, Carla A.; Tumeo, Mark A. – Journal of Environmental Education, 1991
Reports results of a survey of 36 college students who played the Commons Game. This game was developed to illustrate the behavioral patterns, complexities, and frustrations involved in management of commons resources, cited as a major concern for future generations. (10 references) (MCO)
Descriptors: Behavior Patterns, Conservation (Environment), Conservation Education, Educational Games


