To me, Sharky summed up where 95% of my students have been. Once I am sure a pilot can "fly", I ask them to attack me. I will merge intentionally lower than them to see how they handle what should be a pretty sure kill. As Sharky stated, most bore right in, Split-S, then overshoot big as I pull a big, lazy loop over their heads. I might do that a couple times, explaining how important it is to stay up, demonstrate, and if they don't "see it", explain with some simple physics (two identical planes, one is faster, which has greater inertia? How do you think that affects turn rate?)
I also add that one should enter any 1 vs 1 fight planning for at least 3 turns, don't blow all your advantage for one bad shot, etc.
Once I have that satisfactorily taught (where you at least see the student attempting the right moves) I move to the timing issue. Some moves are the "right" move, but only for a fleeting period of time (example: just when to kick rudder over on the fish you have roped, when to break from an enemy on your 6, how to time lag rolls to keep the bad guy in your lift vector, etc.)
I would look at it like this; you can't teach a raw beginner everything about ACM in one lesson. All you can do is give them the general idea and send them off to try some things. They are still going to die, but they will have a better understanding why that happens, and will learn how to better control the conditions that cause death. Ultimately, they die less and in time become proficient enough to deal some of their own.

Of course, some people pick it up quicker than others.
[This message has been edited by Kieren (edited 04-29-2000).]