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Book The Complete Guide to Simulations and Serious Games

Download or read book The Complete Guide to Simulations and Serious Games written by Clark Aldrich and published by John Wiley & Sons. This book was released on 2009-09-17 with total page 578 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.

Book Simulation and Gaming for Social Design

Download or read book Simulation and Gaming for Social Design written by Toshiyuki Kaneda and published by Springer Nature. This book was released on 2022-01-03 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.

Book Engaging Learning

Download or read book Engaging Learning written by Clark N. Quinn and published by John Wiley & Sons. This book was released on 2005-05-31 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Book Simulation and Gaming in the Network Society

Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda and published by Springer. This book was released on 2016-08-02 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

Book The Magic Circle  Principles of Gaming   Simulation

Download or read book The Magic Circle Principles of Gaming Simulation written by Jan H.G. Klabbers and published by BRILL. This book was released on 2009-01-01 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.

Book Instructional Simulation Games

Download or read book Instructional Simulation Games written by Sivasailam Thiagarajan and published by Educational Technology. This book was released on 1978 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Simulating War

    Book Details:
  • Author : Philip Sabin
  • Publisher : Bloomsbury Publishing
  • Release : 2012-01-19
  • ISBN : 1441162267
  • Pages : 412 pages

Download or read book Simulating War written by Philip Sabin and published by Bloomsbury Publishing. This book was released on 2012-01-19 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.

Book Simulation and Games

    Book Details:
  • Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain)
  • Publisher : Nichols Publishing Company
  • Release : 1981
  • ISBN :
  • Pages : 224 pages

Download or read book Simulation and Games written by Society for Academic Gaming and Simulation in Education and Training (Great Britain) and published by Nichols Publishing Company. This book was released on 1981 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Games and Simulations to Enhance Quality Learning

Download or read book Games and Simulations to Enhance Quality Learning written by Danny Saunders and published by Psychology Press. This book was released on 1996 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Simulation and Gaming for Mathematical Education  Epistemology and Teaching Strategies

Download or read book Simulation and Gaming for Mathematical Education Epistemology and Teaching Strategies written by Piu, Angela and published by IGI Global. This book was released on 2010-08-31 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences.

Book Learning Science Through Computer Games and Simulations

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Book Simulation Games

Download or read book Simulation Games written by Dennis Adams and published by . This book was released on 1973 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Gaming and Simulations  Concepts  Methodologies  Tools and Applications

Download or read book Gaming and Simulations Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Book Applied Pedagogies for Higher Education

Download or read book Applied Pedagogies for Higher Education written by Dawn A. Morley and published by Springer Nature. This book was released on 2020-11-05 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book critiques real world learning across both the curriculum and extracurricular activities. Drawing on disciplines as diverse as business, health, fashion, sociology and geography, the editors and authors employ a cross-disciplinary approach to examine how this concept is being applied in higher education. Divided into three parts, the authors and contributors analyse broader applications of real world learning, student experience of practicing in a real world setting, and how learning strategies can be employed to engage students in real world learning. The editors and contributors provide up-to-date, cross-disciplinary and international insights into how real world learning could be integrated into the higher education curriculum to support effective, relevant and life-long learning for 21st century students.

Book SIMULATION   GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Download or read book SIMULATION GAMING THROUGH TIMES AND ACROSS DISCIPLINES written by Marcin Wardaszko and published by Akademia Leona Kozminskiego. This book was released on 2019-08-30 with total page 687 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

Book Simulation Gaming Through Times and Disciplines

Download or read book Simulation Gaming Through Times and Disciplines written by Marcin Wardaszko and published by Springer Nature. This book was released on 2021-03-26 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Book The Design and Use of Simulation Computer Games in Education

Download or read book The Design and Use of Simulation Computer Games in Education written by and published by BRILL. This book was released on 2007-01-01 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University