A poverty policy decision-making simulation and a hypertext document on violent crime are described and contrasted as training tools. Studies of the effectiveness of both are described. The Poverty Game and the Violent Crime Database both provide different types of learner sequence control. The implications of this and the usefulness of each for general exploration and education, as opposed to directed searches, is addressed. Computer-based training, hypertext, sequence control, poverty, violent crime.
Players choose one role to play for ten years.
Decisions about working, stealing money, or both must be made. All aspects of the criminal justice system are included, from bargaining with the police to considering plea bargaining to serving time are included. Results are kept in a separate file. All program possibilities are based on recent government data. Computer simulation, criminal behavior, disadvantaged people, social life, sociology.