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Wiggins, Bradley E. – Simulation & Gaming, 2012
The growing need for intercultural literacy in an increasingly interconnected and computer-mediated world contrasts with the dearth of investigation in best practices when designing simulations aimed at improving intercultural communication. Synthetic cultures inspired by real-world cultural traits, problem-based learning, and a social…
Descriptors: Electronic Learning, Constructivism (Learning), Intercultural Communication, Cultural Traits
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Ellington, Henry – Simulation & Gaming, 2012
In this invited autobiography, the author describes the impact that educational gaming and simulation has had on his professional career. He begins by reviewing his early life and education in Aberdeen and his subsequent work as a research scientist, schoolteacher, and physics lecturer. He then shows how he changed disciplines from physics to…
Descriptors: Curriculum Development, Educational Games, Systems Approach, Autobiographies
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Lee, Yang-Im; Trim, Peter; Upton, Julia; Upton, David – Simulation & Gaming, 2009
Exercises, drills, or simulations are widely used, by governments, agencies and commercial organizations, to simulate serious incidents and train staff how to respond to them. International cooperation has led to increasingly large-scale exercises, often involving hundreds or even thousands of participants in many locations. The difference between…
Descriptors: Trust (Psychology), International Cooperation, Psychotherapy, Drills (Practice)
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Cannon, Hugh M.; Smith, J. Alexander – Simulation & Gaming, 2004
Over the years, the Association for Business Simulation and Experiential Learning (ABSEL) has invested considerable effort in formulating its research mission while reflecting on its unique identity among professional organizations. This article reviews the literature on this topic while identifying key issues and proposals. It then discusses the…
Descriptors: Experiential Learning, Research Libraries, Professional Associations, Institutional Mission
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Chang, Jimmy; Lee, Mary; Ng, Kwan-ling; Moon, Ka-Leung – Simulation & Gaming, 2003
This article describes the results of a survey of 93 final-year degree students concerning their views toward using Thavikulwat's DEAL: A Business Gaming Simulation. The focus is on students' perception of the usefulness of using computer simulation as a learning tool in a strategic management course. Certain comparison was made with other similar…
Descriptors: Strategic Planning, Student Attitudes, Games, Computer Simulation
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Hornaday, Robert W. – Simulation & Gaming, 2003
This article describes the use of a management simulation in a Chinese university during the spring semesters of 1997, 1998, and 2000. Although administrative difficulties presented special problems, Chinese university administrators were interested in introducing this form of experiential learning. Student reaction was positive. Participating in…
Descriptors: Computer Simulation, Experiential Learning, Foreign Countries, Technology Uses in Education