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: 689

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.

Policy Games for Strategic Management

Policy Games for Strategic Management

Author: Richard D. Duke

Publisher: Rozenberg Publishers

ISBN: 9789036193412

Category: Business & Economics

Page: 375

View: 191

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

Planspiele - Vernetzung gestalten

Planspiele - Vernetzung gestalten

Author: Sebastian Schwägele

Publisher: BoD – Books on Demand

ISBN: 9783741243516

Category: Business & Economics

Page: 256

View: 204

Vernetzung und Gestaltung von Vernetzung sind zentrale Themen dieses achten Bandes der ZMS-Schriftenreihe. Planspiele ermöglichen Lernen in und über Systeme, das Denken in Strukturen sowie das Erleben und Verstehen von Zusammenhängen. Sie eignen sich darüber hinaus hervorragend, wissenschaftlich-analytisches Wissen über die Realität und reale Systeme zu abstrahieren, zu vereinfachen, didaktisch aufzubereiten und dadurch verständlich und vermittelbar zu machen. Planspiele führen aber auch zur Vernetzung der Teilnehmenden. Sie erfordern von diesen, sich auf die Situation und die anderen Akteure einzulassen. Sie ermöglichen reale Interaktion, Austausch und Netzwerken zwischen allen Beteiligten. Planspiele können also selbst als Netzwerkgestalter verstanden werden. Ihr Einsatz bringt Informationen und Menschen zusammen und lässt neue, intensive Netzwerke entstehen. Die Beiträge in diesem Sammelband zeigen eine Vielzahl möglicher Perspektiven und Fragestellungen zum Themenfeld auf. Erstmals wurden viele davon einem Double-Blind Peer-Reviewverfahren unterzogen. Die hohe Qualität der Beiträge konnte dadurch nochmals gesteigert werden. Dieser Band entstand als Kooperationsprojekt des Zentrums für Managementsimulation der DHBW Stuttgart mit der SAGSAGA, der Gesellschaft für Planspiele in Deutschland, Österreich und der Schweiz e. V.. Somit vertieft er auch die Vernetzung und Zusammenarbeit mit dem deutschsprachigen Planspielfachverband.

The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook

Author: Danny Saunders,

Publisher: Routledge

ISBN: 9781136361715

Category: Education

Page: 256

View: 310

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.

Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society

Author: Toshiyuki Kaneda

Publisher: Springer

ISBN: 9789811005756

Category: Mathematics

Page: 474

View: 682

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.

Learning and Teaching with Technology

Learning and Teaching with Technology

Author: Som Naidu

Publisher: Routledge

ISBN: 9781135725570

Category: Education

Page: 356

View: 563

Increased use of electronic libraries, multimedia courseware and computer-mediated communication is giving rise to an entirely new educational experience, prompting educators to assess the potential for improved and enriched learning and teaching models. This new book explores the creative opportunities offered by ICT, and provides an authoritative, rigorous survey of the ways in which ICT is currently transforming core teaching functions, including: *subject matter representation *activating learning and the engagement of students *supporting interaction and socialization *assessing learning outcomes *providing feedback to students. Written by leading experts in the field, this text draws on the experiences of practitioners at the forefront of ICT developments, making this essential reading for all educational professionals who recognize the new opportunities afforded by this changed environment. Suitable for those who are open and flexible learning specialists, educational technologists or educational developers in either a conventional or an e-learning environment.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

Author: Anjum Naweed

Publisher: Springer

ISBN: 9783319787954

Category: Computers

Page: 412

View: 862

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.

Gaming, Simulations and Society

Gaming, Simulations and Society

Author: R. Shiratori

Publisher: Springer Science & Business Media

ISBN: 4431267972

Category: Social Science

Page: 320

View: 454

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.

The organisation of transactions

The organisation of transactions

Author: Sebastiaan Meijer

Publisher: Wageningen Academic Publishers

ISBN: 9789086861026

Category: Business & Economics

Page: 206

View: 945

The globalisation of supply chains and networks causes traders from all over the world to make transactions with each other. Many transactions are made in world markets where the price is the way in which supply and demand are brought together. Other transactions, however, are made between people who know each other and have business relationships, using the so-called network mode of organisation. These traders may be loyal to one another and consider the role of social variables like trust, embeddedness and culture in their choices. This balance between network and market modes of organisation is not yet fully understood and is addressed in this book.This book uses a new research method that is ideally suited to study complex supply networks with all of its different traders. Gaming simulation is an established method for training and policy evaluation, but its application as a both quantitative and qualitative research method is relatively new. Two gaming simulations, called the Trust and Tracing Game (to study trust and cheating) and the Mango Chain Game (to study bargaining power and revenue distribution) are applied to show empirical results of a generic supply network trading products with a hidden quality attribute and the mango supply network from Costa Rica.This book is of interest for two categories of readers. Those who may like to concentrate on the empirical results will be interested in the factors that determine the choice of a mode of organisation in supply networks. Those who are interested in the methodology may wish to use gaming simulation as a research tool in their own research.

Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning

Author: Ryoju Hamada

Publisher: Springer Nature

ISBN: 9789811380396

Category: Political Science

Page: 560

View: 369

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.

Gaming as a Cultural Commons

Gaming as a Cultural Commons

Author: Toshiko Kikkawa

Publisher: Springer Nature

ISBN: 9789811903489

Category: Mathematics

Page: 199

View: 285

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.

Handbook of Research on Gaming Trends in P-12 Education

Handbook of Research on Gaming Trends in P-12 Education

Author: Russell, Donna

Publisher: IGI Global

ISBN: 9781466696303

Category: Education

Page: 664

View: 476

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.