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Hofstede, Gert Jan; Murff, Elizabeth J. Tipton – Simulation & Gaming, 2012
The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game's incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which collaborative rather than antagonistic behaviors occurred.…
Descriptors: Foreign Countries, Educational Games, Ethical Instruction, Asians
Allen Schirm; Nuria Rodrguez-Planas – Mathematica Policy Research, 2004
This report presents the first post-intervention impacts of the Quantum Opportunity Program (QOP) demonstration. From July 1995 through September 2001, the U.S. Department of Labor (DOL) and the Ford Foundation (Ford) operated a demonstration of QOP designed to help at-risk high-school-age youth graduate from high school and enroll in…
Descriptors: At Risk Students, High School Students, Program Effectiveness, After School Programs