Serious GamesViking Press, 1970 - 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 | 35 |
Droits d'auteur | |
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abstract achieve action activities actors adult alternative American analysis analyze arithmetic Bay County behavior British cation chance chance card chart classroom colonies competitive 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 game's Grand Strategy groups high-school identify increase industrial interac interactions investment involved labor learning limited ment merchants mill owners motivated move nomic Northeast Corridor number of cards number of players objectives outcome parents participants police political population possible problem-solving problems processes programs reality daemons representing role-playing roles rules scenario scoring sell serious games simulation games situation smugglers smuggling specific Strategy student teams submodel subtraction teach teacher techniques tion tive trade urban Viola Spolin war games warship win criteria Woodland County

