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Palmunen, Lauri-Matti; Pelto, Elina; Paalumäki, Anni; Lainema, Timo – Simulation & Gaming, 2013
Studies on students' perceptions of learning in business simulations often suggest that students like simulations and view them more positively than both lectures and case discussions. However, research on the actual learning outcomes deriving from participating in business simulations still needs to be pursued. Consequently, the purpose of this…
Descriptors: Case Studies, Business Administration Education, Cognitive Processes, Pretests Posttests
Luealamai, Sutha; Panijpan, Bhinyo – Simulation & Gaming, 2012
The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…
Descriptors: Foreign Countries, Learning Modules, Science Instruction, Pilot Projects
Paino, Maria; Chin, Jeffrey – Simulation & Gaming, 2011
In this article, the authors demonstrate how they modified a well-known game to use it as an educational simulation to help students understand difficult material, specifically critical theory. The goals for the simulation focus on improving the comprehension levels of critical theory for students in a course on the Sociology of Deviance, although…
Descriptors: Critical Theory, Sociology, Social Justice, Social Systems
Elbadawi, Isam; McWilliams, Douglas L.; Tetteh, Edem G. – Simulation & Gaming, 2010
Finding appropriate interactive exercises to increase students' learning in technical topic courses is always challenging to educators. In this study, several paper plane hands-on simulation exercises were developed, used, and tested in a lean manufacturing course for beginning college students. A pretest and posttest was used to assess the…
Descriptors: Learning Activities, College Students, Active Learning, Manufacturing
Ansoms, An; Geenen, Sara – Simulation & Gaming, 2012
This article considers how the simulation game of DEVELOPMENT MONOPOLY provides insight into poverty and inequality dynamics in a development context. It first discusses how the game is rooted in theoretical and conceptual frameworks on poverty and inequality. Subsequently, it reflects on selected playing experiences, with special focus on the…
Descriptors: Foreign Countries, Educational Games, Simulation, College Instruction
Bachen, Christine M.; Hernandez-Ramos, Pedro F.; Raphael, Chad – Simulation & Gaming, 2012
In response to an increasingly interdependent world, educators are demonstrating a growing interest in educating for global citizenship. Many definitions of the "good global citizen" value empathy as an especially important disposition for understanding others across national borders and cultural divides. Yet it may be difficult for…
Descriptors: Control Groups, Citizenship, Educational Games, Empathy
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Ansoms, An; Geenen, Sara – Simulation & Gaming, 2012
DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…
Descriptors: Foreign Countries, Educational Games, Simulation, College Instruction
Williams, Robert Howard; Williams, Alexander Jonathan – Simulation & Gaming, 2007
The authors have developed a theory of simulation game design (Multiple Identification Theory; MIT) based on earlier research and several of their own studies. They utilize this theory to create a simulation game designed to change attitudes from a stance of competition to one of cooperation. Three questionnaires are constructed that measure…
Descriptors: Educational Games, Competition, Effect Size, Behavior Change
Interactive Video Negotiator Training: A Preliminary Evaluation of the McGILL NEGOTIATION SIMULATOR.
Peer reviewedRoss, William H., Jr.; Pollman, William; Perry, Dana; Welty, John; Jones, Keith – Simulation & Gaming, 2001
Describes a study that investigated undergraduate student reactions to an interactive video training program on CD-ROM called the MCGILL NEGOTIATION SIMULATOR designed to teach negotiation skills using a sales negotiation scenario. Also determined whether the program increased learning of negotiation concepts as measured by a pretest and posttest.…
Descriptors: Higher Education, Interactive Video, Optical Data Disks, Pretests Posttests
Peer reviewedTompson, George H.; Dass, Parshotam – Simulation & Gaming, 2000
Investigates the relative contribution of computer simulations and case studies for improving undergraduate students' self-efficacy in strategic management courses. Results of pre-and post-test data, regression analysis, and analysis of variance show that simulations result in significantly higher improvement in self-efficacy than case studies.…
Descriptors: Analysis of Variance, Case Studies, Computer Assisted Instruction, Computer Simulation

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