Gaming, Simulation and Innovations: Challenges and Opportunities

Gaming, Simulation and Innovations: Challenges and Opportunities

Author: Upinder Dhar

Publisher: Springer Nature

ISBN: 9783031099595

Category: Computers

Page: 305

View: 637

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

Gaming, Simulation and Innovations: Challenges and Opportunities

Gaming, Simulation and Innovations: Challenges and Opportunities

Author: Upinder Dhar

Publisher: Springer

ISBN: 3031099583

Category: Computers

Page: 0

View: 290

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

Challenges and Opportunities in Global Approaches to Education

Challenges and Opportunities in Global Approaches to Education

Author: Neimann, Theresa D.

Publisher: IGI Global

ISBN: 9781522597773

Category: Education

Page: 327

View: 109

In order to develop student competencies in K-12 and Higher Education environments, evidence-based tools and concepts are essential in ensuring the development of student skills and proficiencies. Evidence-based pedagogical practices leading to student learning preferences culturally and internationally are essential to educational success. Challenges and Opportunities in Global Approaches to Education is an essential research publication that provides evidence-based tools and concepts to develop student competencies in the K-20 environment. Chapters in the monograph cover topics in a theoretical context such as how technology, online learning, and culture inform evidence-based development of student competencies. This book is essential for curriculum teachers, designers, instructional designers, administrators, professionals, researchers, academicians, and students concerned with the management of expertise, knowledge, information, and organizational development in different types of educational communities and environments.

Theoretical Issues of Using Simulations and Games in Educational Assessment

Theoretical Issues of Using Simulations and Games in Educational Assessment

Author: Harold F. O'Neil

Publisher: Routledge

ISBN: 9781000427615

Category: Education

Page: 274

View: 134

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.

Simulation and Game-Based Learning in Emergency and Disaster Management

Simulation and Game-Based Learning in Emergency and Disaster Management

Author: Drumhiller, Nicole K.

Publisher: IGI Global

ISBN: 9781799840886

Category: Technology & Engineering

Page: 290

View: 685

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

ISBN: 9780309185233

Category: Education

Page: 174

View: 414

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.

Enterprise and Organizational Modeling and Simulation

Enterprise and Organizational Modeling and Simulation

Author: Joseph Barjis

Publisher: Springer

ISBN: 9783642241758

Category: Business & Economics

Page: 215

View: 803

This book constitutes the post conference proceedings of the 7th International Workshop on Enterprise and Organizational Modeling and Simulation, EOMAS 2011, held in conjunction with CAiSE 2011 in London, UK, in June 2011. Enterprises are purposefully designed systems used to fulfill certain functions. An extended enterprise and organizational study involves both analysis and design activities, in which modeling and simulation play prominent roles. The related techniques and methods are effective, efficient, economic, and widely used in enterprise engineering, organizational study, and business process management. The 14 contributions in this volume were carefully reviewed and selected from 29 submissions, and they explore these topics, address the underlying challenges, find and improve on solutions, and demonstrate the application of modeling and simulation in the domains of enterprises, their organizations and underlying business processes.

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: 280

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.

Transforming Gaming and Computer Simulation Technologies across Industries

Transforming Gaming and Computer Simulation Technologies across Industries

Author: Dubbels, Brock

Publisher: IGI Global

ISBN: 9781522518181

Category: Computers

Page: 297

View: 393

In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.

Meeting the Challenge of Social Problems via Agent-Based Simulation

Meeting the Challenge of Social Problems via Agent-Based Simulation

Author: T. Terano

Publisher: Springer Science & Business Media

ISBN: 9784431678632

Category: Social Science

Page: 200

View: 203

The series of international workshops on Agent-Based Approaches in Economic and Social Complex Systems (AESCS) is part of the worldwide activities on computational social and organizational sciences. The second workshop, AESCS ’02, focusing on progress of agent-based simulation was held in Tokyo in August 2002. AESCS ’02 explored the frontiers of the field. The importance of cumulative progress was emphasized in discussions of common tasks, standard computational models, replication and validation issues, and evaluation and verification criteria. Promoting multidisciplinary work in computational economics, organizational science, social dynamics, and complex systems, AESCS ’02 brought together researchers from diverse fields. This book contains the invited papers by Robert Axtell, Shu-Heng Chen, and Takao Terano, along with selected papers collected in three major sections: Economic Systems, Marketing and Management, and Social Systems and Methodology.

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends

Author: Ferdig, Richard E.

Publisher: IGI Global

ISBN: 9781466600300

Category: Computers

Page: 390

View: 705

Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

Infrastructure Design, Signalling and Security in Railway

Infrastructure Design, Signalling and Security in Railway

Author: Xavier Perpinya

Publisher: BoD – Books on Demand

ISBN: 9789535104483

Category: Technology & Engineering

Page: 536

View: 538

Railway transportation has become one of the main technological advances of our society. Since the first railway used to carry coal from a mine in Shropshire (England, 1600), a lot of efforts have been made to improve this transportation concept. One of its milestones was the invention and development of the steam locomotive, but commercial rail travels became practical two hundred years later. From these first attempts, railway infrastructures, signalling and security have evolved and become more complex than those performed in its earlier stages. This book will provide readers a comprehensive technical guide, covering these topics and presenting a brief overview of selected railway systems in the world. The objective of the book is to serve as a valuable reference for students, educators, scientists, faculty members, researchers, and engineers.