Reciprocity is Different: Experimental Evidence from a Trust Game Between Japanese Domestic and International Students.
Tetsuya KawamuraYusuke OsakiGo OhtaniRyuji SaitoPublished in: Rev. Socionetwork Strateg. (2023)
Keyphrases
- role playing
- game based learning
- simulation game
- mobile games
- game based learning environment
- learning experience
- role play
- e learning
- higher education
- student learning
- college students
- video games
- learning objectives
- adventure game
- board game
- computer games
- learning process
- united states
- learning outcomes
- cross disciplinary
- trust model
- educational games
- tutoring system
- national science foundation
- digital games
- students learning
- native speakers
- high school
- elementary school students
- distance learning
- undergraduate students
- learning environment
- game playing
- computer science
- pedagogical design
- learning styles
- game theory
- english vocabulary
- game design
- learning activities
- intelligent tutoring systems
- game mechanics
- secondary school
- university students
- nash equilibrium
- programming course
- high school students
- computer programming
- serious games
- game play
- science education
- computer supported collaborative learning
- trading agent competition
- computer programs
- hong kong
- control group
- online course
- learning scenarios
- language learning
- virtual world
- collaborative learning