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Ben-Zvi, Tal – Journal of Information Systems Education, 2007
In this study a business game is used as a vehicle for implementing decision support systems (DSS). Eighteen companies, consisting of ninety graduating M.B.A. students, participating in a business game were required to develop DSS and to report on the systems developed. Each of the eighteen companies developed a system of their own choosing,…
Descriptors: Business, Games, Simulation, Decision Support Systems
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Overway, Ken – Journal of Chemical Education, 2007
Students need to have basic understanding of scientific method during their introductory science classes and for this purpose an activity was devised which involved a game based on famous Monty Hall game problem. This particular activity allowed students to banish or confirm their intuition based on empirical evidence.
Descriptors: Scientific Methodology, Intuition, Educational Games, Demonstrations (Educational)
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Mountain, Lee – Journal of Adolescent & Adult Literacy, 2007
After a class of ninth graders discovered the helpfulness of the thesaurus in such synonym activities as Synonym Tic-Tac-Toe and Cross-Synonym Puzzles, they started using the thesaurus to locate "the exactly right word" while drafting compositions. They also enriched their oral vocabularies during these activities by discussing synonyms from the…
Descriptors: Grade 9, Vocabulary Development, Writing Instruction, Reference Materials
Foster, Andrea L. – Chronicle of Higher Education, 2007
Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…
Descriptors: Video Games, Fantasy, Computer Software, Foreign Countries
Young, Jeffrey R. – Chronicle of Higher Education, 2007
A computer lab has become one of the most popular hangouts at Northern Virginia Community College after officials decided to load its PCs with popular video games, install a PlayStation and an Xbox, and declare it "for gamers only." The goal of this lab is to entice students to take game-design and other IT courses. John Min, dean of…
Descriptors: Video Games, Administrators, Computer Science, Community Colleges
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Clancy, Mary; Portman, Penelope; Bowersock, Amy – Strategies: A Journal for Physical and Sport Educators, 2007
Novel activities enrich a curriculum by allowing students to learn new skills and knowledge, to apply previously learned skills in new ways, and to be introduced to a new challenge that can increase student interest and motivation. This article first presents several considerations when adding a new game to the physical education curriculum. It…
Descriptors: Physical Education, Team Sports, Student Interests, Physical Education Teachers
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Costa, Manuel Joao – Journal of Chemical Education, 2007
The CARBOHYDECK card game is designed to motivate undergraduate chemistry or biochemistry nonmajors to learn about isomerism of monosaccharides.
Descriptors: Biochemistry, Educational Games, Science Instruction, College Science
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Tsigaris, Panagiotis – American Journal of Business Education, 2008
This paper provides evidence indicating that experimental games can trigger a double dividend. The dividend, measured in terms of enhanced performance, accrues to both the students and to the instructor. The evidence for the instructor's dividend is obtained from evaluation questionnaires administered in an introductory microeconomics course at…
Descriptors: Foreign Countries, College Faculty, College Students, Questionnaires
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Gummerum, Michaela; Keller, Monika – European Journal of Developmental Science, 2008
Recently, experimental economists have become increasingly interested in behaviors relating to morality, and one of the main tools for examining these issues has been game theory. Even though developmental psychologists have investigated similar topics for decades, this research has found little resonance. Similarly, economists have only recently…
Descriptors: Game Theory, Developmental Psychology, Moral Values, Moral Development
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Bharath, Srikala; Kumar, K. V. Kishore – Journal of Indian Association for Child and Adolescent Mental Health, 2008
Life Skills Education (LSE) is a novel promotional program that teaches generic life skills through participatory learning methods of games, debates, role-plays, and group discussion. Conceptual understanding and practicing of the skills occurs through experiential learning in a non-threatening setting. Such initiatives provide the adolescent with…
Descriptors: Group Discussion, Health Promotion, Health Programs, Experiential Learning
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Meadan, Hedda; Stoner, Julia B.; Parette, Howard P. – Assistive Technology Outcomes and Benefits, 2008
A quasi-experimental design was used to investigate the impact of Picture Communication Symbols (PCS) on sight word recognition by young children identified as "at risk" for academic and social-behavior difficulties. Ten pre-primer and 10 primer Dolch words were presented to 23 students in the intervention group and 8 students in the…
Descriptors: Emergent Literacy, Sight Vocabulary, Preschool Children, At Risk Students
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McKay, Ruth B.; Chung, Ed – Simulation & Gaming, 2008
What happens to business negotiations when culture gets in the way? Participants are about to find out. This game is an international negotiation simulation for the classroom. Participants learn, through role-playing and observation, how cross-cultural differences complicate international business negotiations. Students are formed into pairs of…
Descriptors: Class Size, Business Communication, International Trade, Cultural Differences
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Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis – International Journal on E-Learning, 2008
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
Descriptors: Constructivism (Learning), Classification, Guidelines, Educational Technology
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Patton, Kevin; Griffin, Linda L. – Journal of Teaching in Physical Education, 2008
This article describes comparative case studies of 2 of 12 veteran middle school physical education teachers participating in the Assessment Initiative for Middle School Physical Education (AIMS-PE), a reform-based teacher development project. The goals of the project were to help teachers examine and reframe their assessment practices and to…
Descriptors: Physical Education, Teacher Role, Program Effectiveness, Educational Change
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Hupp, Stephen D. A.; Reitman, David; Forde, Debra A.; Shriver, Mark D.; Kelley, Mary Lou – Behavior Therapy, 2008
This study investigates the validity of the Parent Instruction-Giving Game with Youngsters (PIGGY), a newly developed direct-observation system. The PIGGY is a derivative of the Dyadic Parent-Child Interaction Coding System II [DPICS-II; Eyberg, S. M., Bessmer, J., Newcomb, K., Edwards, D., Robinson, E. (1994). Manual for the Dyadic Parent-Child…
Descriptors: Observation, Validity, Child Rearing, Child Behavior
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