Simulations And Games
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Author |
: Clark Aldrich |
Publisher |
: John Wiley & Sons |
Total Pages |
: 578 |
Release |
: 2009-09-17 |
ISBN-10 |
: 9780470506745 |
ISBN-13 |
: 0470506741 |
Rating |
: 4/5 (45 Downloads) |
Synopsis The Complete Guide to Simulations and Serious Games by : Clark Aldrich
"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.
Author |
: Management Association, Information Resources |
Publisher |
: IGI Global |
Total Pages |
: 2084 |
Release |
: 2010-11-30 |
ISBN-10 |
: 9781609601966 |
ISBN-13 |
: 1609601963 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
"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.
Author |
: Harold F. O'Neil |
Publisher |
: Routledge |
Total Pages |
: 337 |
Release |
: 2016-03-31 |
ISBN-10 |
: 9781317814672 |
ISBN-13 |
: 1317814673 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Using Games and Simulations for Teaching and Assessment by : Harold F. O'Neil
Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use
Author |
: National Research Council |
Publisher |
: National Academies Press |
Total Pages |
: 174 |
Release |
: 2011-04-12 |
ISBN-10 |
: 9780309212663 |
ISBN-13 |
: 0309212669 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Learning Science Through Computer Games and Simulations by : National Research Council
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.
Author |
: Clark N. Quinn |
Publisher |
: John Wiley & Sons |
Total Pages |
: 243 |
Release |
: 2005-05-31 |
ISBN-10 |
: 9780787979799 |
ISBN-13 |
: 0787979791 |
Rating |
: 4/5 (99 Downloads) |
Synopsis Engaging Learning by : Clark N. Quinn
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.
Author |
: Clark Aldrich |
Publisher |
: John Wiley & Sons |
Total Pages |
: 136 |
Release |
: 2009-09-22 |
ISBN-10 |
: 9780470438343 |
ISBN-13 |
: 0470438347 |
Rating |
: 4/5 (43 Downloads) |
Synopsis Learning Online with Games, Simulations, and Virtual Worlds by : Clark Aldrich
Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University
Author |
: Nick Iuppa |
Publisher |
: CRC Press |
Total Pages |
: 265 |
Release |
: 2012-07-26 |
ISBN-10 |
: 9781136142789 |
ISBN-13 |
: 1136142789 |
Rating |
: 4/5 (89 Downloads) |
Synopsis Story and Simulations for Serious Games by : Nick Iuppa
How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
Author |
: John Bicheno |
Publisher |
: |
Total Pages |
: 348 |
Release |
: 2014-08-20 |
ISBN-10 |
: 0956830722 |
ISBN-13 |
: 9780956830722 |
Rating |
: 4/5 (22 Downloads) |
Synopsis The Lean Games and Simulations Book by : John Bicheno
Although you cannot learn about Lean without 'Gemba' experience, games allow the next best thing by fostering a richness of understanding, discussion, participation, and decision making that are essential elements for successful Lean implementation. This book is the second edition of a compendium of participative games to be used by trainers and facilitators to assist them in implementing Lean, Six Sigma and Operational Excellence programs. The book is relevant to both manufacturing and service. A total of 47 games are included, each with full description, player and instructor notes, and game sheets. No special equipment is required other than dice and household items such as scissors. The games range from basic to advanced. Several of the games are arranged in sets, allowing greater in depth exploration of issues. The appendix contains game sheets that are copied and distributed to players. There are approximately 40% more games in this edition, and many of the games in the first edition have been revised and improved.
Author |
: R. Shiratori |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 321 |
Release |
: 2006-03-20 |
ISBN-10 |
: 9784431267973 |
ISBN-13 |
: 4431267972 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Gaming, Simulations and Society by : R. Shiratori
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.
Author |
: Toshiyuki Kaneda |
Publisher |
: Springer Nature |
Total Pages |
: 309 |
Release |
: 2022-01-03 |
ISBN-10 |
: 9789811620119 |
ISBN-13 |
: 9811620113 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Simulation and Gaming for Social Design by : Toshiyuki Kaneda
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.