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EBookClubs

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Book Simulation and Games for Strategy and Policy Planning

Download or read book Simulation and Games for Strategy and Policy Planning written by Danny Saunders and published by Psychology Press. This book was released on 1999 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.

Book Policy Games for Strategic Management

Download or read book Policy Games for Strategic Management written by Richard D. Duke and published by Rozenberg Publishers. This book was released on 2004 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr

Book Simulations and Games for Transition and Change

Download or read book Simulations and Games for Transition and Change written by Danny Saunders and published by Psychology Press. This book was released on 2000 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.

Book The International Simulation   Gaming Research Yearbook

Download or read book The International Simulation Gaming Research Yearbook written by Danny Saunders and published by Routledge. This book was released on 2012-10-12 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.

Book Learning and Teaching with Technology

Download or read book Learning and Teaching with Technology written by Som Naidu and published by Routledge. This book was released on 2003-12-16 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring the creative opportunities opened up by ICT in the modern classroom, this text presents an authoritative survey of ICT's impact upon core teaching functions, and draws from the experiences of leading practitioners in the field.

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 Gaming  Simulations and Society

Download or read book Gaming Simulations and Society written by R. Shiratori and published by Springer Science & Business Media. This book was released on 2006-03-20 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.

Book Neo Simulation and Gaming Toward Active Learning

Download or read book Neo Simulation and Gaming Toward Active Learning written by Ryoju Hamada and published by Springer Nature. This book was released on 2019-10-08 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Book Intersections in Simulation and Gaming

Download or read book Intersections in Simulation and Gaming written by Anjum Naweed and published by Springer. This book was released on 2018-04-05 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 21st Annual Simulation Technology and Training Conference, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian Simulation Congress, ASC 2016, held in Melbourne, VIC, Australia, in September 2016. The 28 revised full papers included in the volume were carefully reviewed and selected from 55 submissions. They are organized in the following topical sections: Making the grade; Come to think of it; From here to fidelity; The name of the game; and Ahead of the game.

Book Gaming as a Cultural Commons

Download or read book Gaming as a Cultural Commons written by Toshiko Kikkawa and published by Springer Nature. This book was released on 2022-04-23 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S&G researchers and educators but also for the general public, because games have sometimes been used for propaganda purposes in the past and could be again, in the present and future. Looking at the cultural aspect, as the S&G community has accumulated research over 50 years, the book includes the knowledge of the pioneers, i.e., archival interview data. This is the first book that includes extensive interviews of researchers and commercial game designers and critics. It also contains diverse topics from the perspective of gender and Japanese culture. Japan has been attracting attention in the field of board games as there are many independent game designers and an expanding market. Although women in S&G have gained some recognition, the topic has been rather ignored and was first officially discussed in 2019 at the international conference of the International Simulation and Gaming Association held in Warsaw. In summary, by focusing on comparatively overlooked or neglected aspects of S&G, this book expands future opportunities in the field for researchers and educators, with increased awareness by the general public.

Book Handbook of Research on Gaming Trends in P 12 Education

Download or read book Handbook of Research on Gaming Trends in P 12 Education written by Russell, Donna and published by IGI Global. This book was released on 2015-10-21 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Book Learning with Digital Games

Download or read book Learning with Digital Games written by Nicola Whitton and published by Routledge. This book was released on 2009-09-10 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Book Back to the future of Gaming

Download or read book Back to the future of Gaming written by Willy Christian Kriz and published by wbv Media GmbH & Company KG. This book was released on 2014-07-10 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

Book Change Management During Unprecedented Times

Download or read book Change Management During Unprecedented Times written by Tennin, Kyla Latrice and published by IGI Global. This book was released on 2023-04-25 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: Conclusively, resilience, education, financial inclusion, digital transformation, strategic partnerships, and particularly change management are needed when crises occur in order to save and advance organizational ecosystems and economies. Therefore, it is crucial to know about the ideation and processes of change management to improve companies’ negative circumstances. Change Management During Unprecedented Times examines organizational change management through the lenses of research and innovative practices contained within the fields of leadership and organizational change. The book enlightens communities through the efforts of a research perspective that amplifies practice-based potential in applying theory, models, and frameworks to real-time issues. Covering topics such as technology, ethics, entrepreneurship, and communication, this reference work is ideal for business owners, managers, researchers, scholars, academicians, practitioners, instructors, and students.

Book Suitability and application of selected tools of Strategic Management to Simulation Games  Global Management

Download or read book Suitability and application of selected tools of Strategic Management to Simulation Games Global Management written by Benjamin Wagner and published by GRIN Verlag. This book was released on 2020-12-14 with total page 28 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2020 in the subject Engineering - Industrial Engineering and Management, grade: 1,3, University of Applied Sciences Georg Agricola Bochum (Wissenschaftsbereich Elektro-/Informationstechnik und Wirtschaftsingenieurwesen), course: Simulation Game, language: English, abstract: This thesis deals with the necessary of using management tools within a business game. In the first descriptive part, it critically examines the common management tools mentioned in the literature. It is limited to the treatment of three tools: The Ansoff Matrix according to Harry Igor Ansoff, Porters Five Forces (industry structure analysis) and the Business Model Canvas according to Alexander Osterwalder and Yves Pigneur. In the following analysis, the work applies these tools practically to the fantasy company, „Xeltronics 1“. What does strategic management deal with? In the Anglo-American literature, management is used in two variants of meaning. On the one hand, management in the functional sense aims to describe the processes and functions, such as planning, organization, leadership and control, that are necessary in organizations based on the division of labor. Management in the institutional sense describes the people, who perform management tasks, their activities and their roles. There are the two main components of the strategy term are the time element and the reference object. According to their ethymological origin, the terms strategy and strategic are strongly associated with the term "longer-term". It is difficult to determine precisely when strategic management was established as an independent field of research. The year 1977 is mentioned as the "year of birth", for example, when a conference was held at the University of Pittsburgh in the USA, whose contributions were presented in 1979 by Schendel and Hofer under the title "Strategie Management. A New View of Business Policy and Planning". Behind the term "strategic management" is a management philosophy that expresses rethinking. Basically, the group is experiencing a similar phenomenon here as in the 1960s, when the term marketing also signalled the need to rethink after the original sellers' markets had turned into buyers' markets. Although there are many different ideas associated with the concept of strategic management, a common goal can be identified: Strategic management is able to control and guide the long-term evolution of the company. The role of the manager is important, but according to a study, almost 85% of the German population think that their salaries are high to high.

Book ECEL 2018 17th European Conference on e Learning

Download or read book ECEL 2018 17th European Conference on e Learning written by and published by Academic Conferences and publishing limited. This book was released on 2018-11-01 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.

Book Design and Use of Serious Games

Download or read book Design and Use of Serious Games written by Marja Helena Kankaanranta and published by Springer Science & Business Media. This book was released on 2008-12-25 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.