Games and Simulations to Enhance Quality Learning

Games and Simulations to Enhance Quality Learning

Author: Danny Saunders

Publisher: Psychology Press

ISBN: 0749418664

Category: Business & Economics

Page: 292

View: 420

This yearbook brings together topical and authoritative contributions from leading international figures in the field of games and simulations, representing current international thinking and best practice.

Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning

Author: Danny Saunders

Publisher: Psychology Press

ISBN: 0749429569

Category: Education

Page: 284

View: 658

This 1999 volume of the "International Simulation and Gaming Research Yearbook" brings together research, thinking and best practice in the development, use and evaluation of games and simulations that are designed to aid strategy development and policy-making.

Games in Operations Management

Games in Operations Management

Author: Jens O. Riis

Publisher: Springer

ISBN: 9780387355061

Category: Business & Economics

Page: 206

View: 877

Learning has become a constant state of mind for most professionals in today's organizations. However, to become a true learning enterprise, organizations cannot stop at instilling this yearning for knowledge into their collaborators. They must also capture and formalize the common know-how of the organization, as well as provide time and infrastructure to allow learning moments to happen. The aim of the Gaming Workgroup within IFIP 5.7 on Integrated Production Management Systems and the European Group of University Teachers for Industrial Management EHTB is to develop tools and formalisms to support experimental learning in these organizations. It has been proven that modelling the know-how, using visual environments such as multimedia and graphic simulations, is a first step. This in turn allows for the development of games, i.e. challenging settings that foster group interaction and problem solving. Games in Operations Management provides an excellent overview of the different game formats that have been developed and tested in past years, and includes games in a manufacturing environment, games in a services environment, and games for teaching organizational values. The book comprises the selected, revised proceedings of the 4th International Workshop on Games in Production Management: Experimental Learning in Industrial Management, which was sponsored by the International Federation for Information Processing (IFIP) and held in November, 1998, in Ghent, Belgium. The book will be of particular interest to organizational trainers, providing a good overview of state-of-the-art game and training formats as well as hints and advice on how to organize interactive training sessions. It will also be of interest to researchers in industrial engineering, industrial management, and operations management.

Games, Simulations and Playful Learning in Business Education

Games, Simulations and Playful Learning in Business Education

Author: Caroline Elliott

Publisher: Edward Elgar Publishing

ISBN: 1800372698

Category:

Page: 288

View: 885

Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element. Contributors examine the core achievements that can be gained from playing games and simulations and how these can be adapted to learning within the business environment using a variety of techniques such as remote online learning, creating a digital game application and taking part in simulations that teach life skills for employability. The book also highlights the value and importance of skill learning through games alongside traditional methods to provide a more pleasurable learning experience. Examining all aspects of teaching and education, this book will be an invaluable resource for academics in business and law schools, based in the UK and internationally.

The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook

Author: Danny Saunders

Publisher: Routledge

ISBN: 9781136361647

Category: Education

Page: 256

View: 880

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.

E-Learning

E-Learning

Author: Boyka Gradinarova

Publisher: BoD – Books on Demand

ISBN: 9789535121886

Category: Computers

Page: 510

View: 383

In this book, we can read about new technologies that enhance training and performance; discover new, exciting ways to design and deliver content; and have access to proven strategies, practices and solutions shared by experts. The authors of this book come from all over the world; their ideas, studies, findings and experiences are beneficial contributions to enhance our knowledge in the field of e-learning. The book is divided into three sections, and their respective chapters refer to three macro areas. The first section of the book covers Instructional Design of E-learning, considering methodology and tools for designing e-learning environments and courseware. Also, there are examples of effective ways of gaming and educating. The second section is about Organizational Strategy and Management. The last section deals with the new Developments in E-learning Technology, emphasizing subjects like knowledge building by mobile e-learning systems, cloud computing and new proposals for virtual learning environments/platforms.

Experimental Learning in Production Management

Experimental Learning in Production Management

Author: Riitta Smeds

Publisher: Springer

ISBN: 9780387353548

Category: Computers

Page: 168

View: 377

This book is based on the presentations at the Third Workshop on Games in Production Management, The Effects of Games on Developing Production Management, held in Espoo, Finland, June 27-29, 1997. The workshop was organized by the Special Interest Group on Games of IFIP Working Group 5.7, which is coordinated by Professor Jens Riis. The Special Interest Group aims to enhance learning in production management in academia and in industry, through the development, application and research of simulation games. Currently, the Special Interest Group is developing a catalogue of games in production management, which will be available on the Internet. The two previous workshops of the Special Interest Group were held in Aalborg and in Sf/lnderborg, and a workshop and exhibition of simulation games was arranged in connection with the APMS '96 Conference in Kyoto in November 1996. In these workshops, various simulation games have been presented, experimented, and discussed, and experiences exchanged. As a result, a network of researchers and teachers interested in games has been created. The third workshop with participants from ten countries further expanded and strengthened the network, and created ideas for potential joint research projects in simulation for learning in production management. The workshop was sponsored by the IFIP Working Group 5.7 on Computer Aided Production Management Systems, Helsinki University of Technology, the Finnish Graduate School of Industrial Management, and the City of Espoo, which we gratefully acknowledge.

Human Factors in Organizational Design and Management-VI

Human Factors in Organizational Design and Management-VI

Author: P. Vink

Publisher: Elsevier

ISBN: 0080434398

Category: Business & Economics

Page: 801

View: 750

This book contains a series of papers that were presented during the Sixth IEA International Symposium on Human Factors in Organizational Design and Management (ODAM '98). The Symposium was sponsored jointly by the International Ergonomics Society, the Dutch Ergonomics Society, NIA TNO and The Ministry of Social Affairs and Employment. These experiences include new ideas, research results, tools, and applications of human-organization interface technology to improving work systems. New technology, changing work force demographics, changing attitudes and values about work and what constitutes real quality of work life, have heightened the need for a true systems approach to optimizing the interfaces between humans, technology and organizational structures and processes. Growing world competition, and the related need to make organizations more productive and efficient, have further intensified this need to improve work systems. This need is reflected in the rapid development of macroergonomics methods and applications since the first of these ODAM Symposia in 1984. What then was recognized by only a few researchers and practitioners has now become a widely accepted part of the human factors/ergonomics discipline. As demonstrated by the papers contained herein, application of macroergonomics is having a very real positive impact on sociotechnical systems internationally. Included in this volume are a broad selection of papers on theory, methodology, tools, research findings, and case studies from leading professionals throughout the world. This volume thus provides the reader with some of the latest developments in human-organization interface technology. Collectively, these papers should provide the reader with a good conceptual understanding of the ergonomic approach to work system design, and of its tremendous potential for improving work systems and the human condition in all cultures.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

ISBN: 9780309212663

Category: Education

Page: 174

View: 867

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.

Games, Simulations and Playful Learning in Business Education

Games, Simulations and Playful Learning in Business Education

Author: Elliott, Caroline

Publisher: Edward Elgar Publishing

ISBN: 9781800372702

Category: Education

Page: 256

View: 204

Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.