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<span>A series of decision-making activities in real-life and life-like situations were undertaken by a class of year six primary school students over a period of three months. Students played the computer simulation </span>Shipwreck<span> before and after the activities. During the simulation sessions, interactions between pairs of students were audio taped. Other data recorded included the survival scores generated by the program, the time of play for each pair and responses to questions atdoi:10.14742/ajet.2095 fatcat:frec5v7ff5gmde3ilgc7dsh6pu