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ED 368 345 AUTHOR TITLE PUB DATE NOTE PUB TYPE DOCUMENT RESUME IR 016 603 Dempsey, John V.; And Others Instructional Gaming: Implications for Instructional Technology. Feb 94 21p.; Paper presented at the Annual Meeting of the Association for Educational Communications and Technology (Nashville, TN, February 16-20, 1994). Information Analyses (070) Reference Materials Bibliographies (131) Speeches/Conference Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS Annotated Bibliographies; Attitude Change; Computer Assisted Instruction; *Computer Games; Computer Simulation; *Educational Games; Educational Technology; Literature Reviews; *Problem Solving; *Recreational Activities; Resource Materials; Self Esteem; *Skill Development; Teaching Methods; Theories ABSTRACT Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to serve many functions, such as tutoring, amusing, helping to explore new skills, promoting self-esteem, practicing skills, or seeking to change attitudes. Some assertions drawn from the literature that might be useful in using or designing a game or in researching its use or design are presented. A chart presents an annotated bibliography of 94 articles related to gaming. (SLD) *********************************************************************** Reproductions supplied by EDRS are the best that can be made from the original document. ***********************************************************************

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ED 368 345

AUTHORTITLE

PUB DATENOTE

PUB TYPE

DOCUMENT RESUME

IR 016 603

Dempsey, John V.; And OthersInstructional Gaming: Implications for InstructionalTechnology.Feb 9421p.; Paper presented at the Annual Meeting of theAssociation for Educational Communications andTechnology (Nashville, TN, February 16-20, 1994).Information Analyses (070) Reference Materials

Bibliographies (131) Speeches/Conference Papers(150)

EDRS PRICE MF01/PC01 Plus Postage.DESCRIPTORS Annotated Bibliographies; Attitude Change; Computer

Assisted Instruction; *Computer Games; ComputerSimulation; *Educational Games; EducationalTechnology; Literature Reviews; *Problem Solving;*Recreational Activities; Resource Materials; SelfEsteem; *Skill Development; Teaching Methods;Theories

ABSTRACTInstructional gaming, as distinguished from

simulation, is defined as any overt instructional or learning formatthat involves competition and is rule-guided. The literature review

identifies five categories of articles on instructional gaming: (1)

research, (2) theory, (3) reviews, (4) discussion, and (5)development. Games have been found to serve many functions, such astutoring, amusing, helping to explore new skills, promotingself-esteem, practicing skills, or seeking to change attitudes. Someassertions drawn from the literature that might be useful in using ordesigning a game or in researching its use or design are presented. Achart presents an annotated bibliography of 94 articles related togaming. (SLD)

***********************************************************************

Reproductions supplied by EDRS are the best that can be madefrom the original document.

***********************************************************************

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cz:

U.f. DEPARTMENT OF EDUCATIONOff ce of Educational Research and improvement

EDUCATIONAL RESOURCES INFORMATIONCENTER (ERIC/

o This document hes been reproduced asreceived from the person or organizationoriginating it

0 Minor changes have been mad* to Improvereproduction quality

Points of view Or opinions stated In tr. s docu-ment do not necessarily represent officialDEBI position or policy

INSTRUCTIONAL GAMING: IMPLICATIONS FOR INSTRUCTIONAL TECHNOLOGY

JOHN V. DEMPSEY

KAREN RASMUSSEN

BARBARA LUCASSEN

2

"PERMISSION TO REPRODUCE THISMATERIAL HAS BEEN GRANTED BY

John V. Dempsey

TO THE EDUCATIONAL RESOURCESINFORMATION CENTER (ER1C1."

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Instructional Gaming: Implications for Instructional Technology

John V. DempseyKaren RasmussenBarbara Lucassen

University of South Alabama

Prepared for the 1994 Annual Meeting of theAssociation for Educational Communications and Technology

Nashville, TN

Few would argue these days of the potential instructional gaming has for enrichingcertain educational and training activities. For instance, Faria (1987) has reported that4,600 of thelarger U.S. firms he surveyed by mail or telephone, use business orexperiential games in training or development. Those who profess the educational benefitsof gaming have been encouraged to some extent by a number of researchers who havefound a wide range of benefits which, for example, include improved practical reasoningskills (Wood and Stewart, 1987), higher levels of continuing motivation (Malouf 1988),and reduced training time and instructor load (Allen, Chatelier, Clark, & Sorenson, 1982).Some researchers, however, have questioned certain of these claims due to a lack ofsufficient empirical support (e.g., Bredemeier & Greenblat, 1981). Even so, very diversetraining applications, such as attention reduction or automaticity training (Jacobs,Dempsey, & Salisbury, 1990) and complex problem solving (Hayes, 1981), arehypothesized to be prime candidates for gaming strategies.

The purpose of this paper is to report on our continuing review of five categories ofgaming articles in order to present some implications and, in some cases, guidelines todesigners and educators. We see this review as part of the search for the beneficial uses ofgaming in the learning processes, particularly as applied to computer-driven media andmultimedia.

What is gaming anyway?

Gaming is defined as being separate from simulation and is defined, in a basic

sense, as any overt instructional or learning format that involves competition and is rule-52:uided (Dempsey, Lucassen, Gilley, & Rasmussen, 1993-94). A competitive format, aswe see it, does not necessarily require two or more participants. If a simulation, forinstance, produces an overall "score," then it is possible for a learner to compete againstherself by comparing scores over successive attempts at the simulation. Therefore, thislearner may be in a gaming mode. If, however, the focus of the simulation involves thecompletion of an event only (e.g., navigating a channel in a boat), then according to ourdefinition the simulation would not be considered a game. A game structure may beimposed on the simulation from outside, however. For example, in the boating scenario,learners could compete by seeing how many safe passages they could achieve in a certainamount of time compared with another person or their own prior performance. Gamingelements offer particular characteristics which may be manipulated within the simulationtraining context, and thus can be treated separately.

Categories of the articles in the Gaming Literature

Our review of the literature to this date consists of 91 sources, most of which arejournal articles. We located these using ERIC, PSYCHLIT, MEDLINE, and referencecitations from other articles. With few exceptions, we concentrated our review on articles

3

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published in the last 12 years. We oriented (but did not limit) our search to articlesconcerning instructional games which used some form of technology and were substantivein nature. We felt that our first step in looking at the literature consisted of establishing atypology by which gaming articles could be categorized for study. After someconsideration, we defined the following five categories of gaming articles. Thesedefinitions were employed in an earlier related article (Dempsey, Lucassen, Gilley, &Rasmussen, 1993-94).

Research:

Theory:

Reviews:

Discussion:

Development:

any systematic approach used in the study of gaming whose goal is toexplain, predict or control a particular phenomena or variable.Research studies may be further broken down into their paradigms(e.g., case study, experimental study).

articles which offer to explain the basic concept of gaming or aspects ofgaming or the outcomes derived.

synthesis of articles concerning gaming in general or a specific aspect ofgaming.

articles which state or describe experiences or opinions with noempirical or systematically presented evidence.

articles which discuss projects involving gaming or the design ordevelopment of instructional games.

To date, we have reviewed more discussion articles (n=43) than the nearestcategory, research (n=33). Although we have only unsystematically sampled a smallportion of the literature thus far, we expect the trend in the gaming literature to continue tobe dominated by discussion articles. Nine literature review and seven primarily theoreticalarticles were located. Early on, we were mildly surprised at the low number ofdevelopment articles (n=4) we have located.

Types of Games

One of our efforts has been to delineate and eventually work toward operationaldefinitions of types of instructional games. In this and our prior review, we separatedgames into simulations, puzzles, adventures, experimental games, motivational games,modeling, and others (e.g., frame games). To be candid, we are likely to change the typesof games delineations we have chosen in future explorations of gaming. At any rate,simulation games accounted for the largest number of articles we encountered in this review(n=42). The "other" category was second (n=20), followed by adventure (n= 10), puzzles(n=4), and experimental and motivation (n=1 each).

This abundance of articles concerning simulation games may, in part be the result oftechnological improvements and the long and well-documented history of simulationgaming in education, particularly in the military and in business education. Also, simulationgaming parallels current movements in instructional technology such as situated cognitionand anchored instruction which hold that knowledge is inseparable from its context.Theorists in these areas (e.g., Brown, Collins, & Duguid, 1989; Perelman, 1992) supportthe notion that the human brain is designed to learn through experience and experience hasno meaning except in some context. Simulation games can provide that experience in theabsence of real life experience. Thus, simulation games are a powerful tool whose use canonly be expected to increase.

Learning Outcomes

As our literature review locus on instructional or educational gaming, we wereinterested in what learning outcomes were discussed. In a large number of articlesconcerning games or gaming (n.37), specia learning outcomes were ignored or a

rraj.;,' 2

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discussion of learning outcomes per se was not germane. The largest specific learningoutcome discussed in those articles that did so, however, was problem-solving (n=21). As

the reader can see in Figure 1, the articles we reviewed covered most of the nine domainsand sub-domains of learning in Gagne's taxonomy (Gagne, 1985), suggesting thattechnology-based instructional gaming has a wide spectrum of utility for learning. We wereparticularly interested in the preponderance of games intending to promote higher-levelintellectual skills and attitude learning as opposed to verbal knowledge outcomes. We see

this as a positive testimonial to the gaming mode.

Fig. 1 . Learning Outcomes

Learning Outcomes

403530252015105 1

owl0 I 1

A

3

Function of Games

t=z1 .31

111 45

C n.Sg 0 ° ra 6 S

Games serve many functions such as tutoring, amusing, helping to explore newskills, promoting self-esteem, practicing existing skills, drilling existing skills,automatizing, or seeking to change an attitude. In the articles we reviewed, the functions ofthe instructional games were moderately well-distributed, but suggested that games werenot frequently employed to serve as a tutor. As Figure 2 illustrates practicing existing skills

(n=22) was the highest frequency and learning new skills (n=21) was a close second.Many of the articles stated that games were used to learn new skills after some introductoryinstructional events had prepared the learner for the competitive instructional interaction.The variety of functions discussed in the gaming literature we reviewed is seen as a positive

indicator paralleling the agreeable diversity of learning outcomes with which imming may

be used.

pox. 3

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Fig. 2. Functions of Games

Function of Games

" T25

20

15

1 0

o 11111 I

5

op

cG a

6 0 E

61

Gaming environment

There are great environmental differences assumed by the designers of instructionalgames. We reviewed articles from the following environments: elementary education,secondary education, adult education, business, management, military, health care. Thelargest number of jourral articles considered gaming in the context of adult education(n=25). We came upon no claims in our reading that instructional gaming was moreeffective in one environment compared to any other.

Media

Clearly, there are more media options available today than there were a decade ago.How has this affected gaming? Many of the articles we reviewed that used technologyemployed the computer only (n=32). A reasonable number of articles employed acombination of media (e.g., the computer and interaction with a live instructor). Othermedia employed were video-related media (i.e., video tape and optical videodisc). Role-playing was common regardless of the media.

Measurement

Key issues in gaming research are the appropriateness, validity, and reliability ofthe measured outcomes. Several authors (e.g., Reiser & Gerlach, 1977; Reuben &Lederman, 1982) have chided the lack of appropriate dependent variables and the lack ofclarity of their terminology. Expanding slightly on the work of Bredemeier & Greenbiat,1981, dependent variables of integrity in this literature include creativity, problem-solvinu,ability, achievement, retention, attitude, self-image, self-efficacy, and continuedmotivation.

The variable mentioned most often in our review of the literature was achievement(n=33). This was mentioned almost twice as much as the next most frequent, problem-solving (n=13). Other measurement variables included attitude and continued motivation(n=10 each), and retention (n=7), .

fuge 4

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Learner Characteristics

The various characteristics of the learners participating in gaming experiences were

of increasing interest to authors in the gaming literature during the dozen years. Our review

searched for personality variables, cognitive style variables, gaming and academic ability,

and demographics (sex, race, and age). We found that authors we reviewed were, for the

most part, very unclear in reporting these characteristics. Of the articles we reviewed, sex

was the most frequently reported (n=11), age was second (9), academic ability and race

were reported even less (n=5 and n=3 respectively). Characteristics we expected to be

reported such as personality traits or cognitive styles were reported only twice. Although

much attention was given in the articles we reviewed to discussion of "the learner", few

articles considered variables related to learner characteristics.

Implications

Below are stated some assertions that grew out of the articles that we reviewed that might

be of use to designers and educational researchers. After each assertion, at least one article

is cited which made, or in our opinion supports in some way, the listed assertion.

Nevertheless, as presented below, the assertions are very open to deliberation. Although

there is some crossover statements (e.g., regarding sex differences), an attempt has been

made to separate assertions which may be practicable in using or designing a game for

instructional purposes and a separate section for conductina research related to gaming as a

learning activity.

Using or Designing the Game

It is preferable in many cases, although usually more difficult, to use a gaming vehicle

which is intrinsically motivating as opposed to an extrinsically motivating game. In an

intrinsically motivating gaming activity, the game structure itself helps to teach the

instructional content. In an extrinsically motivating game, external rewards (real or

imaginary) of some sort are usually saiven. (Deci, 1972; ; Malone. 1981).

In considering which game to employ in a learning activity, pay special attention to gender

preferences. There appears to be some disparity in the types of games and the types of

gaming activities preferred by males and females (Braun. Goupil, & Giroux 1986; Malone.

1981).

When possible, employ debriefing as an a part of or in addition to gaming activities.

(Carrol, 1986).

Change the methods of scoring in a game to channel attention and vary the level of

challenge (Allen, Jackson, Ross, & White, 1978).

Gaming used for instructional purposes should not be overly complex. Complex rules and

scoring require the learner to use up limited learning time in order to understand the :lame

(Jacobs, & Dempsey, 1993).

Change the levels of complexity or difficulty based on the learner's experience with the

gaming structure. This will help promote interest in instructional materials as the learner's

gaming abilities increase (Jacobs, & Dempsey, 1993).

When developing or adapting games for instructional purposes, look for existing gaming

strategies which can be used for your particular purposes (Driskell & Dwyer, 1984).

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If the learning activity is construed to be less than exciting to the learning population,consider using adventure games or other games which have a strong challenge componentand add an uncertain outcome to the fantasy of the game (Grabe & Dosmann, 1988).

For issues of conflict or contml, use or adapt games which employ both role-playing and

fantasy. The role playing requires the student to play an active part. The fantasy allows the

student to make serious errors with minimum detriment (Kowitz & Smith, 1989).

Intrinsically motivating strategies for use in an educational gaming environment may bediscovered by interviewing or observing very effective learners in a particular content area(Logan, Olson, & Lindsey, 1989, Oxford & Crookall, 1988).

If your goal is to change the learner's attitude, simulation gaming, if designed with a theory

base in mind, has been shown to be an effective vehicle (Renaud & Stolovitch, 1988:

Williams, 1980).

Use a highly visual simulation game which includes all participants to help understand,address, and resolve group decision-making (Hasell, 1987).

Make sure your game has a way of ending so the satisfaction of the learner may bemaximized (Reuben & Lederman, 1982).

Researching the Game

Identify the direct and indirect aims of the a.ame (Barnett, 1984).

Avoid the apples and oranges comparison studies between games and traditional teachinatechniques. (Barnett, 1984; Fraas, 1982: Megarry, 1977).

Much of the research involving gaming should involve variables relating to motivation(Malone, 1981). The use of motivational scales such as Keller's Instructional MaterialsScal..; should be adopted, adapted, and validated. (Klein & Frietag, 1991).

Consider the effect of being on a losing team or in losing roles? For example, how are self-

esteem and attitudes toward the winners affected (Greenblat, I980)? In addition, how dothese change when one of the teams or players is a computer?

Allowing learners to "wager" tokens or imagined currency in an insanctional gamingenvironment holds some promise for representing some aspects of learner certitude andtherefore internal processes of expectancy. There is some a possibility of unwantedintervening variables, particularly those related to gambling (Griffiths, 1990; 1992).

As gaming becomes a more important area for exploration, there will be an increasing need

to develop worthwhile measures of strategy (Laughery, 1984).

Regardless of the findings of some researchers that arcade-style gaming is a social and not

an achievement oriented activity (McClure & Mears, 1986), this activity is increasinggreatly as a result of more sophisticated and lower priced hardware and software inpersonal computers. Educational researchers will be more frequently asked how this typeof gaming activity can be incorporated into learning environments.

Much of what takes place on a gaming environment may not be easily measurable or, atleast easily reduced to a few variables. Therefore, although experimental studies have an

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important place in the instructional gaming literature, it is critical that researchers honestlyrecognize the limitations of objective-oriented research for assessment and also look at theeffects of incidental learning. (Barnett, 1984; Remus, 1981).

The validity of the assessment of an instructional game is somewhat different than withother learning environments and, according to Reuben & Lederman (1982) is dependent onrules, interactions, roles, goals, & criteria.

Girls are often thought to be not as competitive as boys in a gaming environment. To someextelt that is situational or a result of a less socially reinforcing scenario (Hughes, 1988).

Increased involvement (being in control of the program) has been found to increaselearning with a simulation game (Wishart, 1990).

Four clusters of factors which influence the effects of a simulation game includeadministrative variables (characteristics of "who runs the game"), learner variables (e.g.,ethnicity or learning style), procedural variables (such as postgame discussion), and gamevariables (e.g.., depicting reality). (Williams, 1980).

Bibliography

Something we thought might be useful to designers and researchers interested ineducational gaming was a fairly recent reference listwith the category of article, thestatistical analysis used for those articles involving quantitative research, the environmentfor which the instructional gaming is intended, and an additional comment describing thearticle or its purposes. A table with this information follows.

me 79

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Gam

ing

Art

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; Feb

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y 11

, 199

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l Ana

lysi

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ateg

ory

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iron

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erts

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Aff

isco

. J.F

. and

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nin,

M.N

. (19

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l inv

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n of

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rite

ria

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amin

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npr

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res

2 m

odel

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ecis

ion

mak

ing

in a

sim

ulat

ion

gam

ing

cont

ext

Alle

n, L

.E.,

Jack

son,

G.,

Ros

s, J

., W

hite

, S. (

1978

). W

hat c

ount

s is

how

the

gam

e is

sco

red:

One

way

to in

crea

se a

chie

vem

ent i

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athe

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ulat

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and

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es,

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, 371

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.

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atte

ntio

n by

cha

ngin

g th

e m

etho

d of

scor

ing

Atk

inso

n, F

.D. (

1977

, Feb

). D

esig

ning

Sim

ulat

ion/

Gam

ing

activ

ities

: A s

yste

mat

ic a

ppro

ach.

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catio

nal T

echn

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y,38

-43.

disc

ussi

onno

t abl

e to

det

erm

ine

expl

ains

sys

tem

s ap

proa

ch to

des

ign

of g

ames

Bal

tra,

A. (

1990

). L

angu

age

lear

ning

thro

ugh

com

pute

r ad

vent

ure

gam

es.S

imul

atio

n an

d G

ames

,21

(4),

445

-451

.

duco

ssio

nad

ult e

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tion

adve

ntur

e ga

mes

for

lang

uage

lear

ning

and

mot

ivat

ing

stud

ents

Bar

ak, A

., et

. al.

(198

7). I

ncre

asin

g th

e le

vel o

f em

path

ic u

nder

stan

ding

by

mea

ns o

f a

gam

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imul

atio

n an

d G

ames

,18

(4),

458

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.

AN

OV

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asse

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enes

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imul

atin

g ga

me

in in

crea

sing

empa

thic

und

erst

andi

ng

Bar

ker,

LA

. (19

82).

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ulat

ion

and

gam

ing,

with

out c

ompu

ters

, for

sch

ool b

iolo

gy c

ours

es.

Jour

nal o

fB

iolo

gica

l Edu

catio

n,16

(3),

187

-196

.

disc

ussi

onse

cond

ary

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atio

nde

scri

bes

diff

eren

ces

betw

een

and

uses

of

gam

es, s

imul

atio

ns, a

ndca

se s

tudi

es; g

ives

exa

mpl

es o

f us

e in

bio

logi

cal c

onte

xt; a

ppen

dix

give

s lis

t of

com

mer

cial

gam

es a

nd a

rtic

les

on b

iolo

gica

l gam

es.

Bar

nett,

T. (

1984

) E

valu

atio

ns o

f si

mul

atio

ns a

nd g

ames

: A c

lari

fica

tion.

Sim

ulat

ion/

Gam

es fo

r

Lear

ning

,14

(4),

64-

75.

theo

ry, d

iscu

ssio

nM

t abl

e to

det

erm

ine

disc

usse

s ev

alua

tion

issu

es in

clud

ing

iden

tific

atio

n of

dir

ect a

ndin

dire

ct a

ims;

lim

itatio

ns o

f ob

ject

ive-

orie

nted

res

earc

h fo

ras

sess

men

t; cr

itici

zes

com

para

tive

eval

uatio

ns o

f si

mul

atio

n-an

d

gam

es w

ith tr

aditi

onal

teac

hing

tech

niqu

es

Bra

nd. C

F. (

1980

). L

earn

ing

from

sim

ulat

ion

gam

es: E

ffec

ts o

f so

ciom

etri

c gr

oupi

ng.

Sim

ulat

ion

and

Gam

es.

11(2

), 1

63-1

76.

AN

OV

Are

sear

chel

emen

tary

edu

catio

nlo

oked

at s

ocio

met

ric

grou

ping

of

stud

ents

in tw

o ga

mes

; con

clud

edth

at th

is ty

pe o

f le

arni

ng w

as n

ot in

flue

nced

by

peer

acc

epta

nce

orm

embe

rshi

p in

wor

k gr

oups

with

var

ied

degr

ees

of c

ohes

iven

ess

tran

wyn

, G. (

1986

). G

amin

g: S

imul

atin

g fu

ture

rea

liti.s

.F

utur

ist,

20(0

,29-

35.

disc

ussi

onno

t abl

e to

det

erm

ine

exam

ines

fut

ure

gam

ing

real

ities

Bra

un. C

.M.,

Gou

pil,

G.,

and

Gir

oux,

J. (

1986

). A

dole

scen

ts a

nd m

icro

com

pute

rs: S

ex d

iffe

renc

es,

prox

emic

s, ta

sk a

nd s

timul

us v

aria

bles

. Jou

rnal

of P

sych

olog

y,12

0(6)

, 529

-542

.co

rrel

atio

n, c

hi-s

quar

ere

sear

chse

cond

ary

educ

atio

nqu

estio

nnai

re r

e: a

ttitu

des

usin

g m

icro

com

putin

g an

d ar

cade

gam

esan

d an

alyz

e ty

pe o

f ga

mes

and

beh

avio

r of

clie

nts

in v

ideo

arc

ades

Bre

dem

eier

, M.E

. and

Gre

enbl

at, C

.E.(

198

1). T

he e

duca

tiona

l eff

ectiv

enes

s of

gam

es: A

syn

thes

is o

ffi

ndin

gs.

Sim

ulat

ion

and

Gam

es,

12(3

) 30

7-33

2.

liter

atur

e re

view

seco

ndar

y ed

ucat

ion,

busi

ness

, oth

erre

view

of

gam

ing

cons

truc

ts; c

oncl

uded

that

ther

e is

not

yet

ath

eore

tical

-bas

ed ta

xono

my

that

has

cle

ar th

eori

es

Bre

dem

eier

, M.E

. and

oth

ers.

(19

82).

Ba

Fa B

a Fa

and

Dog

mat

ism

/Eth

noce

ntri

sm:A

stu

dy o

f at

titud

ech

ange

thro

ugh

sim

ulat

ion-

gam

ing.

Sim

ulat

ion

and

Gam

es,

13(4

), 4

13-4

36.

fact

or a

naly

sis,

ani

ma.

t-te

st/e

ta. m

ean

scor

es,

mea

n di

ffer

ence

s.co

rrel

atio

n

rese

arch

adul

t edu

catio

nas

sess

es g

ame

effe

cts

on s

tude

nt a

ttitu

des;

sum

mar

izes

res

earc

h

evid

ence

and

rep

orts

met

hodo

logi

cal p

robl

ems

Bre

nens

tuhl

, C.,

& C

atal

anel

lo, F

. (19

76).

An

anal

ysis

of

the

impa

ct u

pon

the

lear

ning

eff

ectiv

enes

s of

trad

ition

al in

stru

ctio

n, s

imul

atio

n ga

min

g, a

nd e

xper

ient

ial l

earn

ing

tcac

hing

met

hodo

logi

es: A

nex

peri

men

tal d

esig

n. P

roce

edin

gs. A

ssoc

iatio

n fo

r B

usin

ess

Sim

ulat

ion

and

Exp

erie

ntia

l Lea

rnin

g(A

BSE

L),

463

-473

.

disc

ussi

onad

ult e

duca

tion,

busi

ness

, hig

her

educ

atio

n

over

view

of

prop

osed

res

earc

h pr

ojec

t inv

olvi

ng c

olle

ge s

tude

nt;

disc

usse

s re

sear

ch d

esig

n

Bro

wnf

ield

. S. a

nd V

ik, G

. (19

83. D

ecem

ber)

. Tea

chin

g ba

sic

skill

s w

ith c

ompu

ter

gam

es.

Tra

inin

gan

d D

evel

opm

ent J

ourn

al,5

3-56

.de

velo

pmen

tad

ult e

duca

tion,

mili

tary

desc

ribe

s de

velo

pmen

t of

mili

tary

inst

ruct

iona

l sys

tem

that

incl

udes

gam

ing

elem

ents

for

lite

racy

dev

elop

men

t

But

ler,

R.J

., M

arku

lis, P

.M.,

and

Stra

ng, D

.R. (

1988

). W

here

are

we?

An

anal

ysis

of

the

met

hods

and

focu

s of

the

rese

arch

on

sim

ulat

ion

gam

ing.

Sim

ulat

ion

and

Gam

es,

19(1

), 3

-26.

liter

atur

e re

view

not a

ble

to d

eter

min

eev

alua

tes

curr

ent (

1988

) st

atus

of

rese

arch

on

sim

ulat

ion/

gam

ing

Car

lson

, J G

. and

Hill

, K D

. (19

82).

The

eff

ect o

f ga

min

g on

atte

ndan

ce a

nd a

ttitu

de.

Per

sonn

el

PsN

chol

ogy.

35(1

). 6

3-73

.

one-

taile

d t t

est

rese

arch

othe

rga

min

g as

a v

ehic

le to

impr

ove

atte

ndan

ce a

nd a

ttitu

de in

the

wor

kpl

ace

- op

eran

t con

ditio

ning

Car

roll,

C E

(19

86, C

ompu

ter

Sim

ulat

ions

.S

ocia

l Stu

dies

Rev

iew

,25

(3),

57-

59.

disc

ussi

onel

emen

tary

edu

catio

ndi

scus

ses

4 co

mm

erci

al p

rogr

ams;

em

phas

izes

deb

rief

ing:

-sim

utat

ions

not

inte

nded

to-

stan

dalo

ne: e

mph

asiz

es d

evel

opm

ent o

fth

inki

ng a

nd p

robl

em s

olvi

ng a

nd n

ot m

erel

y m

aste

ry o

f .u

oten

t

Page 11: DOCUMENT RESUME ED 368 345 IR 016 603 AUTHOR TITLE PUB ... · ED 368 345. AUTHOR TITLE. PUB DATE NOTE. PUB TYPE. DOCUMENT RESUME. IR 016 603. Dempsey, John V.; And Others Instructional

Gam

ing

Art

icle

sP

age

St F

ebru

ary

11, 1

994

Sta

tistic

al A

naly

sis

Cat

egor

yE

nviro

nmen

tC

omm

ents

/Pur

pose

INIII

I111

11

Pie

rfy,

D.A

. (19

77).

Com

para

tive

sim

ulat

ion

gam

e re

sear

ch: S

tum

blin

g bl

ocks

and

ste

ppin

gsto

nes.

Sim

ulat

ion

and

Gam

es,

8(2)

, 255

-268

.

liter

atur

e re

vsew

elem

enta

ry e

duca

tion.

seco

ndar

y ed

ucat

ion

revi

ew o

f stu

dies

and

focu

ses

on th

e qu

estio

n of

whe

ther

gam

es.

teac

h pa

rtic

ular

thin

gs b

ette

r th

an a

ltern

ativ

e m

etho

ds

Ran

del,

J.M

., M

orris

, B.A

., W

etze

l, C

.D.,

Whi

tehi

ll, 1

3.y.

(19

92).

The

effe

ctiv

enes

s of

gam

es fo

red

ucat

iona

l pur

pose

s: a

rev

iew

of r

elev

ant r

esea

rch.

Sim

ulat

ion

& g

amin

g,23

(3),

261

-276

.

liter

atur

e re

view

elem

enta

ry e

duca

tion,

seeo

r,da

rY e

duca

tion,

mili

tary

com

pare

s in

stru

ctio

nal e

ffect

iven

ess

of g

ames

to c

onve

ntio

nal

clas

sroo

m in

stru

ctio

n

Rei

gelth

, C.M

. and

Sch

war

tz, E

. (19

89).

An

inst

ruct

iona

i the

ory

for

the

desi

gn o

f com

pute

r-ba

sed

sim

ulat

ions

.Jo

urna

l of

Com

pute

r-B

ased

Ins

truc

tion,

16(1

), 1

-10.

disc

ussi

onno

t abl

e to

det

erm

ine

focu

ses

on in

stru

ctio

nal o

verla

y as

a s

imul

atio

n --

opt

imiz

e le

arni

ngan

d m

otiv

atio

n.

Rei

ser.

R.A

. & G

erla

ch, V

.S. (

1977

). R

esea

rch

on s

imul

atio

n ga

mes

in e

duca

tion:

A c

ritic

al a

naly

sis.

Edu

catio

nal T

echn

olog

y,17

, 13-

18.

liter

atur

e re

view

.di

scus

sion

not a

ble

to d

eter

min

ere

view

of a

rtic

les

invo

lvin

g si

mul

atio

n ga

mes

and

thei

r ef

fect

s in

area

s of

inte

rest

, atti

tude

, effi

cacy

, kno

wle

dge,

inte

llect

ual s

kills

:lo

oks

at w

eakn

esse

s in

res

earc

h m

etho

ds a

nd n

otes

on

how

toov

erco

me

this

pro

blem

Rem

us. W

.E. (

1981

. Jun

e). E

xper

imen

tal d

csig

ns fo

r an

alyz

ing

data

on

gam

es: O

n ev

en th

e be

stst

atis

tical

met

hods

do

not r

epla

ce g

ood

expe

rimen

tal c

ontr

ol.

Sim

ulat

ion

and

Gam

es,

12.

disc

uss

ion

not a

ble

to d

eter

min

edi

scus

ses

rese

arch

des

igns

and

sho

ws

that

they

nee

d go

odex

perim

enta

l con

trol

and

mos

t sop

hist

icat

ed s

tatis

tical

met

hods

can

'tre

mov

e th

e ef

fect

s of

a la

ck o

f exp

erim

enta

l con

trol

Ren

aud,

L. a

nd S

tolo

vitc

h, H

. (19

88).

Sim

ulat

ion

gam

ing:

An

effe

ctiv

e st

rate

gy fo

r cr

eatin

gap

prop

riate

traf

fic s

afet

y be

havi

ors

in fi

ve-y

ear-

old

child

ren.

Sim

ulat

ion

and

Gam

es,

19(3

), 3

28-3

45.

MA

NO

VA

. AN

OV

Are

sear

chel

emen

tary

edu

catio

ndi

scus

ses

gam

ing

as a

n ef

fect

ive

stra

tegy

for

beha

vior

cre

atio

n in

5-

year

old

s

Rey

nold

s. A

and

Mar

tin, J

.V. (

1988

, Jan

uary

). D

esig

ning

an

educ

atio

nal c

ompu

ter

gam

e: G

uide

lines

that

wor

k. E

duca

tiona

l Tec

hnol

ogy.

45.4

7.

disc

ussi

onno

t abl

e to

det

erm

ine

give

s gu

idel

ines

for

desi

gnin

g ed

ucat

iona

l com

pute

r ga

mes

Rub

en. B

.D. a

nd L

eder

man

, L.C

. (19

82).

Inst

ruct

iona

l sim

ulat

ion

gam

ing:

Val

idity

, rel

iabi

lity,

and

utili

ty.

Sim

ulat

ion

and

Gam

es,

13(2

), 2

33-2

44.

theo

ryno

t abl

e to

det

erm

ine

prov

ides

a fr

amew

ork

for

anal

ysis

of g

ames

by

asse

ssin

g va

lidity

,re

liabi

lity,

and

the

utili

ty o

f the

act

ivity

Rut

herf

ord,

M (

1976

) T

he u

se o

f com

pute

r ga

mes

in e

duca

tion:

A c

ritiq

ue.

Eco

nom

ics.

12, 3

1-36

.di

scus

sion

rot a

ble

to d

eter

min

elo

cate

s as

sum

ptio

ns th

at u

nder

lie v

iew

s of

the

pote

ntia

l of c

ompu

ter

gam

es a

nd e

xam

ines

them

Sae

ge.s

ser,

F. (

1981

). S

imul

atio

n-ga

min

g in

the

clas

sroo

m: S

ome

obst

acle

s an

d ad

vant

ages

.Sim

ulat

ion

and

Gam

es,

12(3

), 2

81-

294.

disc

ussi

onse

cond

ary

educ

atio

ndi

scus

ses

gene

ral d

iffic

ultie

s en

coun

tere

d w

hile

intr

oduc

ing

sim

ulat

ion/

gam

es in

to th

e sc

hool

sys

tem

Sau

nder

s. D

. and

Cro

okal

l, D

. (19

85).

Pla

ying

with

a s

econ

d la

ngua

ge.

Sim

ulat

ion/

Gam

es f

orL

earn

ing.

15(4

), 1

66-1

72.

disc

ussi

onno

tab

le to

det

erm

ine

sim

ulat

ion

gam

ing

appl

icat

ion

to le

arni

ng fo

reig

n la

ngua

ges

Sau

nder

s, D

. and

Gun

n, R

. (19

90).

The

ass

essm

ent a

nd e

valu

atio

n of

com

mun

icat

ion

skill

s as

soci

ated

with

sim

ulat

ion/

gam

ing.

Sim

ulat

ion/

Gam

es f

or L

earn

ing,

20(2

), 2

15-2

34.

theo

ryro

t abl

e to

det

erm

ine

disc

usse

d as

sess

men

t of c

omm

unic

atio

n sk

ills

rela

ted

to g

amin

g

Shu

bik.

M. (

1989

). G

amin

g: T

heor

y an

d pr

actic

e, p

ast a

nd fu

ture

.Si

mul

atio

n an

d G

ames

,20

(2),

184

-18

9.

disc

ussi

onbu

sine

ss, m

illta

rY,

ckhe

rhi

stor

y an

d po

tent

ial o

f gam

ing

Sm

ith, P

. (19

86).

Low

-cos

t sim

ulat

ions

: The

impo

ssib

le d

ream

rev

isite

d.E

duca

tiona

l Tec

hnol

ogy.

26,

35-3

8.

disc

ussi

onad

ult e

duca

tion

Sor

enso

n, D

.S. (

1981

). "

Nuc

lear

det

erre

nce"

as

an a

dapt

ive

gam

e fr

ame

for

cris

is d

ecis

ion-

mak

ing.

Jour

nal o

f E

xper

ient

ial L

earn

ing

and

Sim

ulat

ion.

3(2)

. 103

-109

.

mea

n, fr

eque

ncie

sre

sear

chad

ult e

duca

tion

disc

usse

s ga

me

"nuc

lear

det

erre

nce,

" lin

ks to

oth

er c

risis

beh

avio

rth

eory

and

cas

e st

udy

Sza

fran

, R.F

. and

Mon

dolin

i, A

.F. (

1980

). T

est p

erfo

rman

ce a

nd c

oncc

pt r

ecog

nitio

n. T

he e

ffect

of a

sim

ulat

ion

gam

e on

two

type

s of

cog

nitiv

e kn

owle

dge.

Sim

ulat

ion

and

Gam

es,

11(3

), 3

26-3

35.

regr

essi

onre

sear

chad

ult e

duca

tion,

hig

her

educ

atio

nst

udie

s te

st p

erfo

rman

ce a

nd c

once

pt r

ecog

nitio

n: c

oncl

udes

that

ther

e is

no

evid

ent t

hat s

imul

atio

n ga

mes

sub

stan

tially

incr

ease

cogn

itive

kno

wle

dge

Tay

lor,

M (

1990

) S

imul

atio

ns a

nd a

dven

ture

gam

es in

CA

LL.

Sim

ulat

ion

and

Gam

ing,

21(4

), 4

61-

466.

disc

ussi

onD

OI a

ble

to d

eter

min

edi

scus

ses

use

of c

omm

unic

atio

n la

ngua

ge te

achi

ng a

ppro

ach

usin

gC

ALL

1 2

1 3

-

Page 12: DOCUMENT RESUME ED 368 345 IR 016 603 AUTHOR TITLE PUB ... · ED 368 345. AUTHOR TITLE. PUB DATE NOTE. PUB TYPE. DOCUMENT RESUME. IR 016 603. Dempsey, John V.; And Others Instructional

Can

ing

Art

icle

sP

age

6; F

ebru

ary

II, 1

994

Sta

tistic

al A

naly

sis

Cat

egor

yE

nviro

nmen

tC

omm

ents

/Pur

pose

Tow

ne, D

.M. a

nd M

unro

, A. (

1991

). S

imul

atio

n-ba

sed

inst

ruct

ion

of te

chni

cal s

kills

.H

uman

Fac

tor,

33(3

). 3

25-3

41.

disc

ussi

onno

t abl

e to

det

erm

ine

..

disc

usse

s an

aut

horin

g la

ngua

ge c

alle

d R

AP

IDS

use

d pr

imar

ily fo

rin

stru

ctio

n of

tech

nica

l dev

ice-

orie

nted

topi

cs; n

o re

fere

nce

toga

min

g

Tys

on, G

.A. a

nd o

ther

s (1

988)

. Gam

es p

layi

ng s

trat

egy

as a

n in

dica

tor

of r

acia

l pre

judi

ce a

mon

gS

outh

Afr

ican

stu

dent

s.Jo

urna

l of

Soci

al P

sych

olog

y,12

8(4)

, 473

-385

.

desc

riptiv

esre

sear

chhi

gher

edu

catio

nex

amin

ed c

oope

ratio

n at

titud

es o

f bla

ck a

nd w

hite

Sou

th A

fric

anst

uden

ts

Van

Sic

kle.

R.L

.(19

86).

A q

uant

itativ

e re

view

of r

esea

rch

on in

stru

ctio

nal s

imul

atio

n ga

min

g: A

twen

ty-y

ear

pers

pect

ive.

The

ory

and

Res

earc

h in

Soc

ial E

duca

tion,

14(3

), 2

45-2

64.

min

i-ana

lys

isre

sear

chno

t abl

e to

det

erm

ine

quan

titat

ive

revi

ew (

min

i-ana

lysi

s) o

f sim

ulat

ion/

gam

ing;

indi

cate

ssm

all p

ositi

on e

ffect

s fo

r af

fect

ive

varia

bles

and

ret

entio

n; a

ppen

dix

show

s co

ding

she

ets

for

stud

y

'Van

Men

ts, M

. Sim

ulat

ions

, gam

es, a

nd r

ole-

play

.T

echn

ique

s of

Tea

chin

g an

d A

sses

smen

t,di

scus

sion

not a

ble

to d

eter

mirr

defin

es s

imul

atio

ns, g

ames

, rol

e pl

ay, e

xam

ples

, adv

anta

ges,

disa

dvan

tage

s

Wat

kins

, M.W

. (19

86).

Mic

roco

mpu

ter-

base

d m

ath

inst

ruct

ion

with

firs

t gra

de s

tude

nts.

Com

pute

rs in

liwna

n B

ehav

ior,

2, 7

1-75

.

AN

CO

VA

rese

arch

elem

enta

ry e

duca

tion

stud

y as

sess

ed p

ostte

st m

ath

scor

es; c

oncl

uded

that

res

..ilts

wer

eco

nsis

tent

with

exi

stin

g lit

erat

ure,

but

muc

h re

mai

ns to

be

expl

ored

in e

duca

tiona

l app

licat

ions

Wes

trom

, M. a

nd S

haba

n. A

. (19

92).

Intr

insi

c m

otiv

atio

n in

mic

roco

mpu

ter

gam

es.

Jour

nal o

fR

esea

rch

on C

ampu

nng

in E

duca

tion.

24(4

), 4

33-4

45.

rese

arch

seco

ndar

y ed

ucat

ion

disc

usse

s in

trin

sic

mot

ivat

ion

in tw

o ga

mes

(in

stru

ctio

nal a

ndno

nins

truc

tiona

l)

Whi

tele

y. T

.R. a

nd F

aria

, A.J

. (19

89).

A s

tudy

of t

he r

elat

ions

hip

betw

een

stud

ent f

inal

exa

mpe

rfor

mar

ce a

nd s

imul

atio

n ga

me

part

icip

atio

n.Si

mul

atio

n an

d G

ames

,20

(1)

44-6

4.

AN

OV

Are

sear

chbu

s in

ess

stud

ies

whe

ther

par

ticip

atio

n in

a g

ame

is r

elat

ed to

fina

l gra

de

Will

iam

s, R

.11.

(19

80).

Atti

tude

cha

nge

and

sim

ulat

ion

gam

es: T

he a

bilit

y of

a s

imul

atio

n ga

me

toch

ange

atti

tude

s w

hen

stru

ctur

ed in

acc

orda

nce

with

eith

er th

e co

gniti

ve d

isso

nanc

e or

ince

ntiv

e m

odel

sof

atti

tude

cha

nge.

Sim

ulat

ion

and

Gam

es,

11(2

), 1

77-1

96.

AN

OV

Are

sear

chad

ult e

duca

tion

desc

ribes

fact

ors

that

influ

ence

effe

cts

of s

imul

atio

n/ga

min

g;di

scus

ses

iden

tific

atio

n an

d pl

ayab

ility

Wis

hart

. 1(1

990)

. Cog

nitiv

e fa

ctor

s re

late

d to

use

r in

volv

emen

t with

com

pute

rs a

nd th

eir

effe

cts

upon

lear

ning

from

an

educ

atio

nal c

ompu

ter

gam

e.C

ompu

ters

and

Edu

catio

n,15

(3),

145

-150

.

chi-s

quar

ere

sear

chel

emem

ary

educ

atio

nbu

ilds

on M

alon

e's

theo

ry, a

dds

cont

rol t

o co

mpl

exity

and

chal

leng

e

Woo

d, L

.E. a

nd S

tew

art,

R.W

. (19

87).

Impr

ovem

ent o

f pra

ctic

al r

easo

ning

ski

lls w

ith c

ompu

ter

skill

s.Jo

urna

l of

Com

pute

r-B

ased

Ins

truc

tion,

14(2

), 4

9-53

.

3-w

ay A

NO

VA

rese

arch

adul

t edu

catio

nst

udy

of s

tude

nt r

easo

ning

abi

lity

incr

ease

s sc

ores

on

criti

cal

thin

king

app

rais

al

Yet

). G

.K. (

1991

). A

fram

ewor

k fo

r de

velo

ping

sim

ulat

ion

gam

e sy

stem

s.Si

mul

atio

n an

d G

amin

g,22

(3).

308

-327

.

deve

lopm

ent

adul

t edu

catio

n,

busi

ness

, rna

nagm

ent.

high

er e

duca

tion

disc

usse

s in

tegr

ated

net

wor

ked

to c

oord

inat

e ac

tiviti

es s

urro

undi

ng a

sim

ulat

ion

gam

e to

hav

e ga

me

adm

inis

trat

ion

and

deci

sion

sup

port

syst

em m

ore

easi

ly b

e bu

ilt a

nd m

aint

aine

d

Page 13: DOCUMENT RESUME ED 368 345 IR 016 603 AUTHOR TITLE PUB ... · ED 368 345. AUTHOR TITLE. PUB DATE NOTE. PUB TYPE. DOCUMENT RESUME. IR 016 603. Dempsey, John V.; And Others Instructional

Gam

ing

Art

icle

sPa

ge 2

; Feb

ruar

y 11

, 199

4St

atis

tical

Ana

lysi

sC

ateg

ory

Env

iron

men

tC

omm

ents

/Pur

pose

Cha

ffin,

J.D

., M

axw

ell,

B.,

& T

hom

pson

, B. (

1982

). A

RC

-ED

cur

ricul

um: T

he a

pplic

atio

n of

vid

eoga

me

form

ats

to e

duca

tiona

l sof

twar

e.E

xcep

tiona

l Chi

ldre

n,49

(2).

173

-178

.

disc

ussi

onot

her

mot

ivat

iona

l fea

ture

s of

vid

eo a

rcad

e ga

mes

: fee

dbac

k, h

igh

resp

onse

rat

es, i

mpr

ovem

ent,

unlim

ited

ceili

ngs

on p

erfo

rman

ce;

refe

renc

es to

Mal

one,

mot

ivat

ion

and

mas

tery

Cha

mbe

rs, B

. and

Abr

ami,

P.C

. (19

91).

The

rel

atio

nshi

p be

twee

n st

uden

t tea

m le

arni

ng o

utco

mes

and

achi

evem

ent,

caus

al a

ttrib

utes

, and

affe

ct.

Jour

nal o

f E

duca

tiona

l Psy

chol

ogy,

83(1

), 1

40-1

46.

desc

riptiv

es. A

NO

VA

rese

arch

elem

enta

ry e

duca

tion

exam

inat

ion

of r

elat

ions

hip

betw

een

prio

r ac

hiev

emen

t, in

divi

dual

outc

ome,

team

out

com

e, s

tude

nt a

chie

vem

ent,

and

acad

emic

perc

eptio

ns

Cru

ichs

hank

, D.R

. (19

88).

Thc

use

s of

sim

ulat

ions

in te

ache

r pr

epar

atio

n.Si

mul

atio

n an

d G

ames

,19

(2),

133

-156

.

disc

uss

ion

,adul

t edu

catio

nre

view

of s

imul

atio

ns fo

r te

ache

r ed

ucat

ion;

one

gam

e

Cry

er, P

. (19

88).

Mak

ing

deci

sion

s ab

out a

n ed

ucat

iona

l gam

e, s

imul

atio

n or

wor

ksho

p: A

'gam

esth

eory

'Per

spec

tive.

Sim

ulat

ion/

Gam

es f

or L

earn

ing,

18(4

), 2

45-2

55.

theo

ryad

ult e

duca

tion

expl

ores

theo

ries

of g

ames

in e

duca

tion

setti

ngs

Dcc

i, E

.L. (

1972

). In

trin

sic

mot

ivat

ion,

ext

rinsi

c re

info

rcem

ent,

& in

equi

ty.

Jour

nal o

f Pe

rson

ality

and

Soci

al P

sych

olog

y,22

, 113

-120

.

AN

OV

Are

sear

ch. t

hem

adul

t edu

catio

nw

ill th

ere

be c

hang

es in

a p

erso

n's

intr

insi

c m

otiv

atio

n w

hen

exte

rnal

rew

ards

for

perf

orm

ing

an a

ctiv

ity a

re g

iven

Der

.ipse

y. J

.V.,

Luca

ssen

. B.,

Gill

ey, W

. & R

asm

usse

n, K

. (19

93-9

4). S

ince

Mal

one'

s th

eory

of

intr

insi

cally

mot

ivat

ing

inst

ruct

ion:

Wha

t's th

e sc

ore

in th

e ga

min

g lit

erat

ure.

Jour

nal o

f E

duca

tiona

lT

echn

olog

y Sy

stem

s.22

(2)

, 173

-183

.

liter

atur

e re

view

.di

scus

s io

n

othe

rdi

scus

ses

inte

rpre

tatio

ns o

f cur

rent

gam

ing

liter

atur

e

Dris

kell,

J.E

. and

Dw

yer,

D.J

.(19

84).

Mic

roco

mpu

ter

vide

ogam

e ba

sed

trai

ning

.E

duca

tiona

lT

echn

olog

y,24

. 11-

17.

disc

uss

ion

mili

tary

defin

es v

ideo

gam

es a

nd th

eir

bene

fits

and

char

acte

ristic

s, li

sts

inst

ruct

iona

l pro

pert

ies,

giv

es g

amin

g st

rate

gies

; exa

mpl

e of

gam

ein

clud

ed

Duc

hast

el. P

.(19

91).

Inst

ruct

iona

l str

ateg

ies

for

sim

ulat

ion-

base

d le

arni

ng.

Jour

nal o

f E

duca

tiona

lT

echn

olog

y Sy

stem

s.19

(3).

265

-276

.

disc

uss

ion

not a

ble

to d

eter

min

edi

scus

ses

inst

ruct

iona

l str

ateg

ics

for

sim

ulat

ion

feat

ures

: fid

elity

,in

tera

ctiv

ity, a

rtifi

cial

ity; g

loba

l str

ateg

ies:

sim

plifi

catio

n, s

uppo

rt:

spec

ific

stra

tegi

es: d

emon

stra

ting,

task

ing,

exp

lain

ing

Duk

e. "

. D a

nd K

emen

y, N

.K. (

1989

). K

eepi

ng s

core

one

sco

re la

ter:

Tw

o de

cade

s of

the

Sim

ulat

ion

and

Gam

es J

ourn

al.

Sim

ulat

ion

and

Gam

es,

20(2

). 1

65-1

83.

liter

atur

e re

view

not a

ble

to d

eter

min

edi

scus

scs

stat

e of

sim

ulat

ion/

gain

ing

from

his

toric

al p

ersp

ectiv

e of

artic

les

in s

imul

atio

n an

d ga

mes

jour

nal

Dun

ne, J

J. (

1984

). G

amin

g ap

proa

ches

in e

duca

tiona

l sof

twar

e: A

n an

alys

is o

f the

ir us

e an

def

fect

iven

ess.

13

p. E

valu

atio

ns c

ondu

cted

by

Edu

catio

nal P

rodu

cts

Info

rmat

ion

Exc

hang

e In

stitu

te,

disc

uss

ion

seco

ndar

y ed

ucat

ion

inve

stig

ate

use

and

effe

ctiv

enes

s of

gam

ing

tech

niqu

es in

educ

atio

nal s

oftw

are;

the

exte

nt s

/w u

ses

gam

ing;

way

s it

is b

eing

used

; ove

rall

effe

ctiv

enes

s

Elli

ngto

n. II

,et

. al.

(198

2). G

ames

and

sim

ulat

ions

teac

h so

cial

rel

evan

ce o

f sci

ence

.Im

pact

of

Scie

nce

on S

ocle

ty.

32(4

), 4

81-4

91.

disc

ussi

onse

cond

ary

educ

atio

nbr

oad

intr

oduc

tion

to s

imul

atio

n an

d ga

min

g to

sho

w h

ow s

uch

tech

niqu

es c

an b

e us

ed to

dem

onst

rate

soc

ial r

elev

ance

of s

cien

ce

Fis

her.

I.E

. (19

76).

Com

petit

ion

and

gam

ing:

An

expe

rimen

tal s

tudy

.Si

mul

atio

n an

d G

ames

,7(

3),

321-

328.

rese

arch

adul

t edu

catio

nto

inve

stig

ate

the

effe

cts

of v

aria

tions

in c

ompe

titiv

e fo

rm o

n th

eco

gniti

ve le

arni

ng o

utco

me

of a

n ed

ucat

iona

l gam

e

Fre

es, I

NV

. (19

82)

Thc

influ

ence

of s

tude

nt c

hara

cter

istic

s on

the

effe

ctiv

enes

s of

sim

ulat

ions

in th

epr

inci

ples

cou

rse.

Jour

nal o

f E

cono

mic

Edu

catio

n,13

(1),

56-

61.

Nes

tre

sear

chad

ult e

duca

tion

inve

stig

ate

effe

ctiv

enes

s of

sim

ulat

ion-

gam

ing

lc te

ach

colle

gein

trod

ucto

ry c

ours

e, e

spec

ially

in a

rc o

f stu

dent

cha

ract

eris

tics;

findi

ngs:

nei

ther

sim

ulat

ion

gam

e no

r le

ctur

e di

scus

sion

cou

ld b

eco

nsid

ered

exc

lusi

vely

sup

erio

r, d

epen

ds o

n st

uden

t cha

ract

eris

tics

Goo

dman

. F.L

. (19

901.

Gra

phix

.Si

mul

atio

n an

d G

amin

g.21

(4),

467

-472

.di

scus

sion

not a

ble

to d

eter

min

ede

scrib

es g

amin

g pr

oced

ure

and

desi

gn o

f gra

phix

Gra

he, M

. and

Dos

man

n, M

. (19

88).

App

licat

ion

repo

rt: t

he p

oten

tial o

f adv

entu

re g

ames

for

the

deve

lopm

ent o

f rca

ding

and

stu

dy s

kills

.Jo

urna

l of

Com

pute

r-B

ased

Ins

truc

tion,

15(2

), 7

2-77

.

desc

riptw

esre

sear

ch. d

iscu

ssio

nel

emen

tary

edu

catio

nus

e of

adv

entu

re g

ames

as

an a

cade

mic

act

ivity

to d

evel

op te

xtpr

oces

sing

ski

ll

48

1 7

Page 14: DOCUMENT RESUME ED 368 345 IR 016 603 AUTHOR TITLE PUB ... · ED 368 345. AUTHOR TITLE. PUB DATE NOTE. PUB TYPE. DOCUMENT RESUME. IR 016 603. Dempsey, John V.; And Others Instructional

Gam

ing

Art

icle

sP

age

3; F

ebru

ary

11. I

VA

1111

1111

1111

1.11

1111

1110

1111

111M

,

Gre

dler

, M.B

. (19

90).

Ana

lysi

og d

eep

stru

ctur

e in

gam

es a

nd s

imul

atio

ns. S

imul

atio

n/G

ames

for

Lear

ning

, 20(

3), 3

29-3

34

Sta

tIstle

al A

naly

sis

Cat

egor

yE

nviro

nmen

t

theo

ryno

t abl

e to

det

erm

ine

Com

men

ts/P

urpc

se

disc

usse

s de

ep s

truc

ture

of g

ames

and

rei

nfor

cem

ent t

heor

y in

rela

tion

to g

amin

g --

as

wel

l as

rela

ted

conc

epts

suc

h as

neg

ativ

eut

ility

Gre

enbl

at, C

.S (

1982

). G

ailh

's a

nd s

imul

atio

ns. I

n M

itzel

, H.E

.. E

ncyc

lope

dia

of E

duca

tiona

lR

esea

rch

(5th

cdl

, Thc

Fre

e ;T

ess:

New

Yor

k.

disc

ussi

onel

emen

tary

edu

catio

n,

seco

ndat

y ed

ucat

ion.

adul

t edu

catio

n,

busi

ness

. mili

tary

.

heal

th c

are

defin

es g

ames

/sim

ulat

ions

Grif

fiths

, M.D

. (19

92)

Pin

ball

wiz

ard:

the

case

of a

pin

ball

mac

hine

add

ict.

Psy

chol

ogic

al R

epor

ts,

71(1

). 1

60-2

.

disc

ussi

onot

her

disc

usse

s ad

dict

ion

of p

erso

n to

pin

ball

mac

hine

gai

ning

--

gam

blin

g

Grif

fiths

. M D

(19

90)

Ado

lesc

ent g

ambl

ing-

An

obse

rvat

iona

l pilo

t stu

dy. P

erce

ptua

l and

Mot

orS

kills

, 70(

3), 1

138

disc

ussi

onot

her

obse

rvat

ion

of g

amin

g m

achi

nes;

4-h

our

mon

itorin

g se

ssio

n;di

scus

sion

of r

esul

ts

Grif

fiths

, M.D

. (19

90).

Arc

ade

clie

ntel

e an

d ga

min

g pr

efer

ence

s: A

long

-ter

m s

tudy

. Per

cept

ual a

ndM

otor

Ski

lls. 7

0(2)

. 125

8

disc

uss:

onno

t abl

e to

det

erm

ine

obse

rvat

ion

of g

amin

g pr

efer

ence

s

M J

. (19

87).

Com

mun

ity d

esig

n an

d ga

min

g/si

mul

atio

n: c

ompa

rison

of c

omm

unic

atio

nte

chni

ques

in p

artic

ipat

ory

desi

gn s

essi

ons.

Sim

ulat

ion

and

Gam

es, 1

8(1)

, 82-

115.

smal

l num

ber

of c

ases

.us

ed n

rese

arch

othe

rev

alua

te th

e us

e of

gam

ing/

sim

ulat

ion

as a

par

ticip

ator

y m

etho

d fo

rin

clud

ing

user

s in

the

desi

gn o

f com

mun

ity p

roje

cts

Hat

ch. C

.W. (

1984

) S

olut

ion

of p

robl

ems

whi

ch in

volv

e a

diffe

renc

e be

twee

n an

indi

vidu

al's

beh

avio

ran

d ex

pect

atio

ns. E

duca

tion.

104

(3),

329

-331

.

disc

ussi

onbu

sine

ss. o

ther

prop

oses

mod

el fo

r so

lvin

g pr

oble

ms

invo

lvin

g di

ffere

nces

bet

wee

nbe

havi

or a

nd e

xpec

tatio

ns in

a g

amin

g en

viro

nmen

t

Hub

bard

. R. (

1991

) E

valu

atin

g co

mpu

ter

gam

es fo

r la

ngua

ge le

arni

ng. S

imul

atio

n an

d G

amin

g, 2

2(2)

.22

0-22

3

disc

ussi

onot

her

disc

usse

s ev

alua

tion

crite

ria fo

r us

ing

gam

es in

fore

ign

lang

uage

clas

ses

Hug

hes.

L.A

. (19

88)

"But

that

's n

ot r

eally

mea

n': C

ompe

ting

in a

coo

pera

tive

mod

e. S

erol

es. 1

9(11

-12

), 6

69-6

87

Jaco

bs, J

.W &

Dem

psey

, I V

. (19

93).

Sim

ulat

ion

and

gam

ing:

Fid

elity

, fee

dbac

k, a

nd m

otiv

atio

n. In

V. D

emps

ey &

G.C

. Sal

es, I

nter

activ

e In

stru

ctio

n an

d F

eedb

ack.

Eng

lew

ood

Clif

fs, N

J: E

duca

tiona

lT

echn

olog

y P

ublic

atio

ns

rese

arch

disc

ussi

on

elem

enta

ry e

duca

tion

girls

arc

ofte

n th

ough

t to

be n

ot a

s co

mpe

titiv

e as

boy

s in

a g

amin

gen

viro

nmen

t; to

som

e ex

tent

that

is s

ituat

iona

l or

a re

sult

of a

less

soci

ally

rei

nfor

cing

sce

nario

not a

ble

to d

eter

min

eex

amin

es fe

edba

ck a

nd m

otiv

atio

n in

sim

ulat

ion

and

gam

ing

Jaco

bs, R

L a

nd B

aum

. M. (

1987

). S

imul

atio

n an

d G

ames

in tr

aini

ng a

nd d

evel

opm

ent:

Sta

tus

and

conc

ern

abou

t the

ir us

e S

imul

atio

n an

d G

ames

, 18(

3), 3

85-3

94.

disc

ussi

onad

ult e

duca

tion

disc

usse

s st

atus

and

con

cern

s ab

out u

sing

sim

ulat

ion-

gam

es fo

rtr

aini

ng a

nd d

evel

opm

ent

Jone

s, K

(19

89)

Run

ning

or

stum

blin

g th

roug

h si

mul

atio

ns. S

imul

atio

n/G

ames

for

Lear

ning

, 19(

4).

160-

167

disc

ussi

onno

t abl

e to

det

erm

irede

scrib

es d

iffer

ence

s be

twee

n si

mul

atio

n an

d ot

her

inte

ract

ive

lear

ning

eve

nts;

def

ines

sim

ulat

ion

and

gam

es in

bot

h U

SA

and

Brit

ain

Key

s. B

and

Wol

k, .1

(19

90)

The

rol

e of

man

agem

ent g

ames

and

sim

ulat

ions

in e

duca

tion

and

rese

arch

Jou

rnal

of M

anag

emen

t, 16

(2),

307

-336

.

theo

ry. l

itera

ture

revi

ew. d

is:u

ssio

nad

ult e

duca

tion.

man

agem

ent

defin

es te

rms

and

para

met

ers

for

man

agem

ent g

aini

ng, r

evie

ws

hist

ory

of b

usin

ess

gam

ing,

exa

min

es s

tudi

es o

n m

anag

emen

tga

min

g ef

fect

iven

ess,

rev

iew

s m

odel

s of

lear

ning

, rev

iew

s lit

erat

ure

that

dea

ls w

ith m

anag

emen

t gam

es a

nd s

imul

atio

ns, l

ooks

at t

rend

san

d de

velo

pmen

ts

Ke)

s. 0

119

76i A

res

lew

of l

earn

ing

rese

arch

in b

usin

ess

gam

ing

Pro

ceed

ings

. AB

SE

L: 1

73-1

84.

liter

atur

e le

s le

oad

ult e

duca

tion.

busi

ness

revi

ew o

f lea

rnin

g re

sear

ch in

bus

ines

s ga

inin

g to

cla

rify

exis

ting

inco

ngru

enci

es th

at e

xist

in th

e lit

erat

ure

R D

and

Fle

ck, R

A. (

1990

) In

tern

atio

nal b

usin

ess

sim

ulat

ion/

gam

ing:

An

asse

ssm

ent a

ndre

% le

ssS

imul

atio

n an

d G

omin

g, 2

1(2)

. 147

-165

.

liter

atur

e re

m%

busi

ness

revi

ews

gam

ing

liter

atur

e to

iden

tify

gam

ing'

s st

reng

ths

and

wea

knes

ses

to d

eter

min

e ro

les

that

sim

ulat

ions

can

pla

y in

inte

rnat

iona

l bus

ines

s pe

dago

gy

klem

, Ian

d F

rieta

g. E

t194

I IE

ffect

s of

usi

ng a

n in

stru

men

tal g

ame

on m

otiv

atio

n an

d

prrf

ornu

nce

Jour

nal o

f Edu

catio

nal R

esea

rch,

84(

5), 3

03-3

08

MA

NO

VA

. AN

OV

Are

mat

chad

ult e

duca

tion

effe

cts

of a

con

tent

-spe

cific

boa

rd g

ame

as m

easu

red

by K

elle

r'sm

otiv

atio

nal s

cale

Page 15: DOCUMENT RESUME ED 368 345 IR 016 603 AUTHOR TITLE PUB ... · ED 368 345. AUTHOR TITLE. PUB DATE NOTE. PUB TYPE. DOCUMENT RESUME. IR 016 603. Dempsey, John V.; And Others Instructional

Gam

ing

Art

icle

sPa

ge 0

; Feb

ruar

y 11

, 159

4St

atis

tkal

Ana

lyst

sC

ateg

ory

Env

iron

men

tC

ernm

ents

/Pur

pose

Mr

Kor

an, L

.J. a

nd M

cLau

ghlin

, T.F

. (19

90).

Gam

es o

r dr

ill: I

ncre

asin

g th

e m

ultip

licat

ion

skill

s of

stud

ents

. Jou

rnal

of I

nstr

uctio

nal P

sych

olog

y,17

(4),

222

-230

.

IMF

ANOVA

rese

arch

elem

mat

Y 4

4mat

ion

sugg

ests

usi

ng g

amin

g as

a m

otiv

ator

Kow

itz, G

.T. a

nd S

mith

, J.C

. (19

89).

Con

flic

t and

gam

ing

in in

stru

ctio

n an

d pe

rfor

man

ce.

Per

form

ance

and

Inst

ruct

ion,

28(2

), 2

8-32

.

.--

disc

ussi

onno

t abl

e to

det

erm

ine

disc

usse

s ro

le o

f co

nflic

t and

con

trol

in g

amin

g an

d its

use

in

inst

ruct

ion

and

gam

e th

eory

Kry

ukov

. M.M

. and

Kry

ukov

a, L

.I. (

1986

). T

owar

d a

sim

ulat

ion

gam

es c

lass

ific

atio

n an

d ga

me

dial

ogue

type

s.S

imul

atio

n an

d G

ames

,17

(3).

393

-402

.

theo

ryno

t abl

e to

det

erm

ine

prop

oses

a g

ame

clas

sifi

catio

n ba

sed

on th

e "g

ame

imag

e" e

xist

ing

in th

e m

inds

of

the

part

icip

ants

Lau

gher

y, K

.R. (

1984

) T

each

ing

hum

ans

gam

e-pl

ayin

g sk

ills.

Sim

ulat

ion

and

Gam

es,

15(2

), 1

87-2

12.

ANOVA

rese

arch

mil

itary

expl

ores

rev

erse

-rol

e tr

aini

ng a

nd m

entio

ns m

easu

res

of s

trat

egy

Lav

eaul

t, D

. and

Cor

beil,

P. (

1990

). A

sses

sing

the

impa

ct o

f si

mul

atio

n ga

mes

on

lear

ning

: A s

tep-

by-

step

appr

oach

. Sim

ulat

ionl

Gam

es fo

r Le

arni

ng,2

0(1)

, 42-

54.

disc

ussi

onad

ult e

duca

tion

disc

usse

s m

icro

-dev

elop

men

t seq

uenc

e of

how

lear

ning

take

s pl

ace

in a

sim

ulat

ion

gam

e

Upp

er. M

.R. a

nd C

haba

y. R

. W. (

1985

). I

ntri

nsic

mot

ivat

ion

and

inst

ruct

ion:

Con

flic

ting

view

s on

the

role

of

mot

ivat

iona

l pro

cess

es in

com

pute

r-ba

sed

educ

atio

n. S

peci

al is

sue:

Com

pute

rs a

nded

ucat

ion.

Edu

catio

nal P

sych

olog

ist,

20(4

), 2

17-2

30.

theo

ry, d

iscu

ssio

nno

t abl

e to

det

erm

ine

disc

usse

s th

eore

tical

con

trov

ersi

es a

nd p

olic

y de

bate

s co

ncer

ning

usin

g co

mpu

ters

; arg

ues

that

con

flic

ting

view

s un

derl

ie d

iffe

renc

esof

opi

nion

s ab

out c

osts

and

ben

efits

, im

port

ance

of

styl

es o

fte

achi

ng, a

nd a

ltern

ativ

e st

rate

gies

Lin

. S. a

nd L

eppe

r, M

.R. (

1987

). C

...,r

-ela

tes

.1f

child

ren'

s us

age

of v

ideo

gam

es a

nd c

ompu

ters

.Jo

urna

l of A

pplie

d S

ocia

l Psy

chol

ogy,

17(1

). 7

2-93

.

corr

elat

ion

rese

arch

elem

enta

ry e

duca

tion

to s

ee if

ther

e is

a r

elat

ions

hip

betw

een

vide

ogam

c us

c an

dag

gres

sive

ness

, soc

iabi

lity,

aca

dem

ic p

erfo

rman

ce, c

ompu

ter

use

Liv

ings

ton,

L.A

. (19

91).

The

eff

ect o

f co

lor

on p

erfo

rman

ce in

an

inst

ruct

iona

l gam

ing

envi

ronm

ent.

Jour

nal o

f res

earc

h on

com

putin

g in

edu

catio

n,24

(2)

, 246

-53.

desc

ript

ive:

.ANCOVA, ANOVA

rese

arch

adul

t edu

catio

ndi

scus

ses

impa

ct o

f co

lor

on r

eten

tion,

mem

ory

load

: col

or a

ppea

rsto

be

a di

stra

ctin

g va

riab

le

Log

an. J

.W.,

Ols

on. M

.W. a

nd L

inds

ey, T

.P. (

1989

). L

esso

ns f

rom

cha

mpi

on s

pelle

rs.

Jour

nal f

or

the

educ

atio

n of

the

Gift

ed,

13(1

), 8

9-96

.

disc

ussi

onel

emen

tary

edu

catio

ndi

scus

ses

diff

eren

t str

ateg

ies

cham

pion

spe

llers

use

to le

arn

com

petit

ion

wor

ds a

nd th

eir

intr

insi

c m

otiv

atio

n

Mad

den,

G. a

nd M

cGow

in. C

. (19

89).

The

eff

ect.

of th

e in

ner

gam

e m

etho

d ve

rsus

the

prog

ress

ive

met

hod

on le

arni

ng m

otor

ski

lls.J

ourn

al o

f Tea

chin

g in

Phy

sica

l Edu

catio

n,9(

1), 3

9-48

.

ANOVA

rese

arch

adul

t edu

catio

nco

mpa

red

effe

ct o

f tw

o m

etho

ds o

f in

stru

ctio

n fo

r te

achi

ngvo

lleyb

all;

did

not f

ind

any

diff

eren

ce

Mal

one.

T.W

. (19

81).

Tow

ard

a th

eory

in in

trin

sica

lly m

otiv

atin

g in

stru

ctio

n. C

ogni

tive

Sci

ence

,4,

333-

369.

ANOVA.

corr

elat

ion,

ANCOVA

rese

arch

, the

ory

rot a

ble

to d

eter

min

edi

scus

ses

stud

ies

of c

ompu

ter

gam

es a

nd p

rom

otes

a th

eory

whi

chin

clud

es c

halle

nge,

fan

tasy

, and

cur

iosi

ty

Mal

ouf.

D 1

3. (

1987

). T

he e

ffec

t of

inst

ruct

iona

l com

pute

r ga

mes

on

cont

inui

ng s

tude

nt m

otiv

atio

n.Jo

urna

l of S

peria

l Edu

catio

n,21

(4),

27-

38.

ANOVA,

t-te

stre

sear

chse

cond

ary

educ

atio

nin

vest

igat

ed e

ffec

ts o

f co

mpu

ter

gam

es o

n m

otiv

atio

n an

d fo

und

that

the

gam

e re

sulte

d in

sig

nifi

cant

ly h

ighe

r le

vels

of

cont

inui

ngm

otiv

atio

n

Mar

sh. C

.J. (

1981

). S

imul

atio

n ga

mes

and

the

soci

al s

tudi

cs te

ache

r. T

heor

yin

to P

ract

ice,

20(3

), 1

87-

193.

disc

ussi

onse

cond

ary

educ

atio

ndi

scus

ses

sim

ulat

ion

gam

ing

and

mer

its f

or s

ocia

l stu

dies

teac

hers

,ty

pes

and

form

ats

of S

/G, p

rep

activ

ities

and

ski

lls a

nd te

ache

rst

rate

gies

for

elic

iting

sup

port

fro

m c

olle

ague

s, p

rinc

ipal

s, a

ndpa

rent

s

Mar

tin. A

. (19

88)

Out

of

thc

scre

en: C

ompu

ters

and

Sim

ulat

ion.

Sim

ulat

ion/

Gam

es fo

r Le

arni

ng,

18(1

), 2

1-29

disc

ussi

onno

t abl

e to

det

erm

ine

diff

eren

t way

s co

mpu

ter

inte

rven

tion

in s

imul

atio

n ex

erci

ses

are

expl

ored

McC

lure

. R.F

. and

Mea

rs, F

G (

1986

). V

ideo

gam

e pl

ayin

g an

d ps

ycho

path

olog

y.P

sych

olog

ical

Rep

orts

,59

(1),

59-

62.

ANOVA

rese

arch

seco

ndar

y ed

ucat

ion.

othe

rvi

deog

ame

play

ing

is s

een

as a

soc

ial a

ctiv

ity a

nd n

ot a

ser

ious

achi

evem

ent a

ctiv

ity

Mie

sing

. P. a

nd P

rebl

e, J

.F. (

1985

). G

roup

pro

cess

es a

nd p

erfo

rman

ce in

a c

ompl

ex b

usin

ess

sim

ulat

ion

Sm

all G

roup

Beh

avio

r,16

(3),

325

-338

.

fact

or a

naly

sis

rese

arch

busi

ness

, hig

her

educ

atio

nre

port

s pr

oces

ses

on te

am p

erfo

rman

ce u

sing

a s

imul

atio

n as

an

expe

rim

enta

l lab

orat

ory

Nor

ris.

D a

nd N

iebu

hr. R

E. (

1980

). G

roup

var

iabl

es a

nd g

amin

g su

cces

s.S

imul

atio

n an

d G

ames

,

11(3

1. 3

01-3

12.

corr

elat

ion

rese

arch

busi

ness

gam

e pe

rfor

man

ce a

s a

prod

uct o

f gr

oup

char

acte

rist

ics

Oxf

ord.

R. &

Cro

okal

l, D

(19

88).

Sim

ulat

ion/

gam

ing

and

lang

uage

lear

ning

str

ateg

ics.

sith

ulat

ion;

Gom

ing.

1901

, -34

9-31

2.

disc

usso

not

her

disc

usse

s le

arni

ng s

trat

egie

s of

lear

ners

and

the

rela

tions

hip

to

sim

ulat

ion/

gam

ing

MT

WV

MIM

I2_

1