Download or read book International Simulation and Gaming Research Yearbook written by Tony Powell and published by Routledge. This book was released on 2013-10-11 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues. The work brings together topical contributions from international figures in the field of games and simulations.
Download or read book Perspectives on Gaming and Simulation written by and published by . This book was released on 1989 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vols. 10- are proceedings of the 1984- annual conference of SAGSET, the Society for the Advancement of Games and Simulations in Education and Training.
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 2011-05-12 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.
Download or read book Theoretical Issues of Using Simulations and Games in Educational Assessment written by Harold F. O'Neil and published by Routledge. This book was released on 2021-08-26 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.
Download or read book Simulation and Gaming written by Andrew Miller and published by . This book was released on 1989 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Realizing Human Potential written by Roy Winterburn and published by . This book was released on 1991 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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.
Download or read book Simulation games for Learning written by and published by . This book was released on 1992 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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.
Download or read book Index of Conference Proceedings written by British Library. Document Supply Centre and published by . This book was released on 1990 with total page 960 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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
Download or read book Handbook of Research on Pathways and Opportunities Into the Business of Esports written by Andrews, Sharon and published by IGI Global. This book was released on 2021-06-25 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.
Download or read book Gaming Simulations and Society written by International Simulation and Gaming Association. International Conference and published by Springer Science & Business Media. This book was released on 2005 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.
Download or read book Games and Simulations in Online Learning Research and Development Frameworks written by Gibson, David and published by IGI Global. This book was released on 2006-09-30 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
Download or read book Simulation and Gaming for Social Impact written by Casper Harteveld and published by Springer Nature. This book was released on 2023-07-18 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.
Download or read book Unmatched written by David Barkai and published by CRC Press. This book was released on 2023-10-16 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unmatched: 50 Years of Supercomputing: A Personal Journey Accompanying the Evolution of a Powerful Tool The rapid and extraordinary progress of supercomputing over the past half-century is a powerful demonstration of our relentless drive to understand and shape the world around us. In this book, David Barkai offers a unique and compelling account of this remarkable technological journey, drawing from his own rich experiences working at the forefront of high-performance computing (HPC). This book is a journey delineated as five decade-long ‘epochs’ defined by the systems’ architectural themes: vector processors, multi-processors, microprocessors, clusters, and accelerators and cloud computing. The final part examines key issues of HPC and discusses where it might be headed. A central goal of this book is to show how computing power has been applied, and, more importantly, how it has impacted and benefitted society. To this end, the use of HPC is illustrated in a range of industries and applications, from weather and climate modeling to engineering and life sciences. As such, this book appeals to both students and general readers with an interest in HPC, as well as industry professionals looking to revolutionize their practice.
Download or read book Serious Educational Game Assessment Practical Methods and Models for Educational Games Simulations and Virtual Worlds written by L.A. Annetta and published by Springer Science & Business Media. This book was released on 2011-07-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.