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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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Mitchell, Ronald K.; Chesteen, Susan A. – Simulation & Gaming, 1995
Examines the enhancement of adult student entrepreneurial expertise through the use of recommendations and models from information theorists including experiential pedagogy and expert script. Outcomes suggest enhanced entrepreneurial expertise is influenced by experienced mentors. (Author/JMV)
Descriptors: Adult Students, Comparative Analysis, Entrepreneurship, Experiential Learning
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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
Peer reviewed Peer reviewed
Whitehill, Betty V.; McDonald, Barbara A. – Simulation & Gaming, 1993
Describes a study that investigated the effect of motivational variables on task persistence and performance in Navy technical training by giving students problems in a self-paced computer simulation game or drill with variable or fixed payoff points. Student responses to an evaluation questionnaire are discussed. (14 references) (LRW)
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Computer Simulation