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Fortmuller, Richard – Simulation & Gaming, 2009
The didactic function of business games is often seen only in the development of sociocommunicative competences and general problem-solving strategies. An equally important aspect of business games lies in the acquirement of technical and problem-oriented knowledge, which is the focus of this article. Moreover, this knowledge dimension is further…
Descriptors: Learning Theories, Games, Behavioral Objectives, Learning Processes
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Klabbers, Jan H. G. – Simulation & Gaming, 1996
Gaming is discussed against a background of rationalist and historicist traditions of reality; trivial and nontrivial machine models of problem solving; and rigid-rule and free-form games. (JKP)
Descriptors: Decision Making, Educational Environment, Games, Heuristics
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Badurdeen, Fazleena; Marksberry, Philip; Hall, Arlie; Gregory, Bob – Simulation & Gaming, 2010
Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production.…
Descriptors: Manufacturing Industry, Problem Based Learning, Problem Solving, Literature Reviews
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Law-Yone, Hubert – Simulation & Gaming, 1996
Critically analyzes an article by Jan Klabbers, focusing on methodological, epistemological, and ontological viewpoints. Examines the reasoning process whereby the actor approach model of learning environments is derived from the machine approach model; looks at claims of differentiation between rationalism and historicism, and the distinction…
Descriptors: Educational Environment, Epistemology, Games, Heuristics
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Klabbers, Jan H. G. – Simulation & Gaming, 1996
Structural aspects that relate the trivial machine, nontrivial machine, and the actor system are discussed. The term rationalism is discussed in terms of discourses that include or exclude those who participate in the debate. Subsequently, the author elaborates on the notion of reality and the meaning of the real world in relation to gaming,…
Descriptors: Games, Knowledge Representation, Problem Solving, Simulation
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Ramnarayan, S.; And Others – Simulation & Gaming, 1997
Analyzes how 20 groups of management specialists in charge of a computer-simulated company behaved when confronted with complex problems that arose. Difficulties stemmed from an incorrect use of available knowledge, a tendency to avoid risks and reduce uncertainty, and a motivational process which sheltered the subjective sense of competence. (AEF)
Descriptors: Administrator Behavior, Administrator Effectiveness, Computer Simulation, Decision Making
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Twale, Darla J. – Simulation & Gaming, 1991
Describes a prototype university, Southeast State University, which was created for a simulation game that uses an in-basket format to mix reality with role playing and case study to teach decision making, problem solving, and conflict resolution in higher education administration courses. (four references) (LRW)
Descriptors: Administrator Education, Case Studies, College Administration, Conflict Resolution