Abstract
This article examines the vintage years of simulation-gaming: 1964-1980. Four factors are examined that contributed to the innovation's success: diversity of the talent pool, the emerging technology of information dissemination, the systems approach to instructional development, and the emergence of humanistic psychology. The author's retirement from research and development in simulation-gaming and new role of college teacher provided the time to reflect on the difficulty of integrating experiential learning in the classroom.
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