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Simulation and Gaming can be Used to Determine Validity While Engaging in Collaborative Environments

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  • Timothy C. Clapper

Abstract

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Suggested Citation

  • Timothy C. Clapper, 2017. "Simulation and Gaming can be Used to Determine Validity While Engaging in Collaborative Environments," Simulation & Gaming, , vol. 48(2), pages 175-177, April.
  • Handle: RePEc:sae:simgam:v:48:y:2017:i:2:p:175-177
    DOI: 10.1177/1046878117699433
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    References listed on IDEAS

    as
    1. G. van Lankveld & E. Sehic & J. C. Lo & S. A. Meijer, 2017. "Assessing Gaming Simulation Validity for Training Traffic Controllers," Simulation & Gaming, , vol. 48(2), pages 219-235, April.
    2. Nicola Whitton, 2011. "Game Engagement Theory and Adult Learning," Simulation & Gaming, , vol. 42(5), pages 596-609, October.
    3. J. Tuomas Harviainen, 2012. "Ritualistic Games, Boundary Control, and Information Uncertainty," Simulation & Gaming, , vol. 43(4), pages 506-527, August.
    4. Lobna Hassan, 2017. "Governments Should Play Games," Simulation & Gaming, , vol. 48(2), pages 249-267, April.
    Full references (including those not matched with items on IDEAS)

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    Cited by:

    1. J. Tuomas Harviainen, 2017. "Editorial: Expanding the Borders of Simulation/Gaming," Simulation & Gaming, , vol. 48(3), pages 295-298, June.

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