Play to Learn? An Experiment
Does playing a game in class improve students' ability to analyze the game using game theory? We report results from an experimental design which allows us to test a series of related hypotheses. We fail to find support for the conjectured learning-enhancing effects and discuss what lessons can be learned substantially and methodologically.
|Date of creation:||Apr 2009|
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- Hans Gremmen & Jan Potters, 1997.
"Assessing the Efficacy of Gaming in Economic Education,"
The Journal of Economic Education,
Taylor & Francis Journals, vol. 28(4), pages 291-303, December.
- Gremmen, H.J.F.M. & Potters, J.J.M., 1996. "Assessing the Efficacy of Gaming in Economics Education," Discussion Paper 1996-05, Tilburg University, Center for Economic Research.
- Gremmen, H.J.F.M. & Potters, J.J.M., 1997. "Assessing the efficacy of gaming in economics education," Other publications TiSEM 24235ea7-f57e-4408-ab48-7, Tilburg University, School of Economics and Management.
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- Ochs Jack, 1995. "Games with Unique, Mixed Strategy Equilibria: An Experimental Study," Games and Economic Behavior, Elsevier, vol. 10(1), pages 202-217, July.
- Mark Dickie, 2006. "Do Classroom Experiments Increase Learning in Introductory Microeconomics?," The Journal of Economic Education, Taylor & Francis Journals, vol. 37(3), pages 267-288, July.
- Yvonne Durham & Thomas Mckinnon & Craig Schulman, 2007. "Classroom Experiments: Not Just Fun And Games," Economic Inquiry, Western Economic Association International, vol. 45(1), pages 162-178, 01.
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