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In this paper, the author reflects on his 10 years' experience of using games and experiments and in the process develops a type of practitioner's guide. The existing quantitative and qualitative evidence on the impact of using games on student learning is reviewed. On balance, a positive...
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In an age of social networking websites and advanced forms of new media, students have become accustomed to virtual modes of interactive information delivery that give them control over their experience. Modes of communication that do not feature interactivity or new media technologies often...
Persistent link: https://www.econbiz.de/10013140469
This paper describes how to run and implement a game for teaching the principles of money and banking to an undergraduate economics class. The game primarily deals with the market for loanable funds, but numerous extensions to the base form of the game are provided that can illustrate things...
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In this paper, results from a classroom experiment are analyzed using both MLE and Bayesian Methods. A pop-up review …
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In this paper I present an asymmetric version of the familiar public goods classroom experiment, in which some players …
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