GAMES appear to supply many necessary aspects for learning. They provide motivation derived from the social environment and a setting in which to organize and use new material and to guess or use intuitive judgment. Principally, however, games force players to make decisions. In playing games, skills are developed and used in social interaction with others. Berne states, "Significant social intercourse most commonly takes the form of games" (1). Abt describes the self-directed learning which games provide as occurring in three separate steps (2).
MEDIGAME is a board game designed as a supplement to numerous publications, fims, and other information aids that have beenised for several years to explain the benefits of the Medicare program to the nation's elderly citizens and to their families. 'The game was developed over the past 2 years (1) by the Community Health Service, a unit of the Health Services and Mental Health Administration, Public Health Service. This report presents an analysis of 270 informal studies and two special studies to test and evaluate the effectiveness of Medigame.Although games have been used effectively as teaching tools in management, military training, secondary education, and otlher disciplines, the use of a game to teach health care benefits to an older population was a new concept. Since predicting the effectiveness of the new game as a Miss Galiher is a technical assistant specialist with the Division of Comprehensive Health Planning, Community Heakh Service, and Dr. Kanenske is a research psychologist with the Social and Economic Analysis Division, National Center for Health Services Research and Development. Both organizations are components of the Health Services and Mental Health Administraton, Public Health Service. Mr. Nash, former assistant to the commissioner, Administration on Aging, Social and Rehabilitation Serv.
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