Descriptor
| Simulation | 5 |
| Teaching Methods | 5 |
| Educational Games | 4 |
| Game Theory | 3 |
| Comparative Analysis | 2 |
| Educational Research | 2 |
| Learning Activities | 2 |
| Political Attitudes | 2 |
| Role Playing | 2 |
| Academic Achievement | 1 |
| Attitude Change | 1 |
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Source
| Educational Technology | 1 |
Author
| Livingston, Samuel A. | 5 |
| Karweit, Nancy | 1 |
| Kidder, Steven J. | 1 |
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Livingston, Samuel A. – Educational Technology, 1971
Descriptors: Educational Research, Instructional Materials, Program Effectiveness, Simulation
Livingston, Samuel A. – 1971
Fourteen high school students, chosen at random from a group of 28, spent 5 hours participating in a business simulation, after which all 28 students took tests designed to measure their knowledge of business facts and concepts and their ability to evaluate business decisions. The simulation group outperformed the control group on both tests, but…
Descriptors: Academic Achievement, Business Education, Comparative Analysis, Educational Games
Livingston, Samuel A.; Kidder, Steven J. – 1972
The research study measures changes in political attitudes of high school students after playing the game "Democracy." The primary purpose of the experiment was to determine if role identification and game structure are primarily responsible for the effects of the game upon the player's attitudes. The player takes the role of a congressman who…
Descriptors: Attitude Change, Democracy, Educational Games, Educational Research
Livingston, Samuel A. – 1972
In an experiment conducted under classroom conditions with 8th grade students, the simulation game "Democracy" was shown to be effective at teaching that "log-rolling" is an acceptable part of the legislative process. Two aspects of the game--role identification and game structure--were shown to contribute independently to its effectiveness.…
Descriptors: Class Activities, Comparative Analysis, Correlation, Educational Games
Karweit, Nancy; Livingston, Samuel A. – 1969
The major hypotheses of this experiment were that students who play a computer game in teams of two or three will perform at least as well as those who play the game individually, and that teams of two or three students will be at least as successful in the game as individual students. Sixth graders of high academic ability were divided into four…
Descriptors: Autoinstructional Aids, Computer Assisted Instruction, Computer Oriented Programs, Decision Making


