1980
DOI: 10.1080/00220973.1980.11011744
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The Use of Seven Simulation Games in a College Economics Course

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Cited by 10 publications
(11 citation statements)
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“…Because many students enjoy games one might ask if appropriate games could be combined with instruction to enhance learning. Over the past decade a variety of educational games have been introduced [22][23][24][25][26][27] and are used in a variety of subject areas including economics [28], mathematics [29], biology [30], physics [31] and business administration [32].…”
Section: Gaming Techniques and Group Processmentioning
confidence: 99%
“…Because many students enjoy games one might ask if appropriate games could be combined with instruction to enhance learning. Over the past decade a variety of educational games have been introduced [22][23][24][25][26][27] and are used in a variety of subject areas including economics [28], mathematics [29], biology [30], physics [31] and business administration [32].…”
Section: Gaming Techniques and Group Processmentioning
confidence: 99%
“…In response to this call, a flurry of studies have appeared that examine the learning effectiveness of classroom games in economics. While not recent, Fraas (1980) examined the impact of seven games on student learning and interest and concluded that learning effectiveness depended on a student's pre-course knowledge: those with little economics background did better under gaming; those with better economics background did better with lectures, perhaps validating the observation that games at the intermediate level would not be worth the opportunity cost of time. Frank (1997) used student answers to multiple choice questions on thè tragedy of the commons' to evaluate the learning by a group of students exposed only to a commons experiment and those who were exposed only to a traditional lecture on the topic.…”
Section: Costs and Benefits Of Classroom Experimentsmentioning
confidence: 92%
“…However, the studies generally were conducted over three decades ago, used a short delayedinterval post-test period, and measured lower-order learning outcomes (Curry & Brooks, 1971;Fraas, 1980;Lucas, Postma, & Thompson, 1975;Wing, 1966). There is therefore a lack of recent evidence of games' effectiveness in helping students to achieve deep learning outcomes and retain them.…”
Section: Adding Knowledge About Simulation Games' Effectivenessmentioning
confidence: 99%