Serious GamesUniversity Press of America, 1987 - 176 pages The author explores the ways in which games can be used to instruct and inform as well as provide pleasure. He uses innovative approaches to problem solving through individualized game techniques. |
Table des matières
THE REUNION OF ACTION AND THOUGHT | 3 |
IMPROVING EDUCATION WITH GAMES | 15 |
EDUCATIONAL GAMES FOR THE PHYSICAL AND SOCIAL SCIENCES | 35 |
GAME LEARNING AND DISADVANTAGED GROUPS | 61 |
GAMES FOR OCCUPATIONAL CHOICE AND TRAINING | 79 |
GAMES FOR PLANNING AND PROBLEMSOLVING IN GOVERNMENT AND INDUSTRY | 89 |
HOW TO THINK WITH GAMES BY DESIGNING THEM | 103 |
HOW TO EVALUATE THE COSTEFFECTIVENESS OF GAMES | 110 |
THE FUTURE OF SERIOUS GAMES | 119 |
ELEMENTARY MATHEMATICS GAMES | 135 |
A GAME FOR PLANNING AN EDUCATIONAL SYSTEM | 147 |
SEPEX A SCHOOL ELECTRONICS PLANNING EXERCISE | 157 |
COLONY A SECONDARYSCHOOL GAME | 164 |
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abstract Abt Associates achieve action activities actors adult alternative American analyze arithmetic Bay County behavior British cation chance card chart classroom colonies competition complex conflict costs County decision-making decisions dents developed dramatic economic educational games educational product educator teams effective elementary environment equation evaluation experience game design game play game theory ghetto Grand Strategy groups high-school identify industry instruction interac interactions investment involved labor learning limited ment merchants mill owners motivated move nomic Northeast Corridor number of cards objectives outcome participants planning police political population possible problem-solving problems processes programs reality daemons representing role-playing roles scenario scoring sell serious games simulation games situation smugglers smuggling social studies solving specific Strategy student teams submodel subtraction teacher teaching techniques tion tive trade urban Viola Spolin war games warship win criteria Woodland County