ERIC Number: ED039607
Record Type: RIE
Publication Date: 1970-May
Reference Count: 0
Measuring Behavioral Learnings: A Study in Consumer Credits.
Anderson, C. Raymond
A social simulation game, Consumer, was used to study the effectiveness of simulation in teaching facts about: (1) installment buying; (2) how to compare available sources of credit; and (3) how to recognize the best credit contract. The entire twelfth grade at one high school participated in the study. Ten class sections were assigned to experimental and control groups. Individual teachers had both types of classes. Experimental groups played two games of Consumer, which lasted for six class meetings; control classes had one curriculum unit on consumer use of installment contracts. Two dependent variable measures were developed: one, a test consisting of true/false and multiple choice items; the other, a simulated test of the process of buying a car. There was no significant difference between simulation and conventional approaches with regard to factual learning. The simulation was more successful in producing credit-comparison shopping behavior on the "To Buy a Car" test. The results suggest that simulation games are better able to produce behavioral changes than conventional classroom techniques. (Author)
Publication Type: N/A
Education Level: N/A
Sponsor: Office of Education (DHEW), Washington, DC. Bureau of Research.
Authoring Institution: Johns Hopkins Univ., Baltimore, MD. Center for the Study of Social Organization of Schools.