Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines

Author: Marcin Wardaszko

Publisher: Springer

ISBN: 3030721310

Category: Computers

Page: 460

View: 166

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines

Author: Marcin Wardaszko

Publisher: Springer Nature

ISBN: 9783030721329

Category: Computers

Page: 460

View: 920

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

Author: Marcin Wardaszko

Publisher: Akademia Leona Kozminskiego

ISBN: 9788366502017

Category: Business & Economics

Page: 687

View: 774

The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines

Author: International Simulation and Gaming Association. International Conference

Publisher:

ISBN: 3030721337

Category: Game theory

Page: 460

View: 212

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26-30, 2019. The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Simulation and Gaming for Social Design

Simulation and Gaming for Social Design

Author: Toshiyuki Kaneda

Publisher: Springer Nature

ISBN: 9789811620119

Category: Business & Economics

Page: 309

View: 284

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.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

Author: Anjum Naweed

Publisher: Springer

ISBN: 9783319787954

Category: Computers

Page: 412

View: 292

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.

Cases on Innovative and Successful Uses of Digital Resources for Online Learning

Cases on Innovative and Successful Uses of Digital Resources for Online Learning

Author: Sullivan, Pamela

Publisher: IGI Global

ISBN: 9781799890065

Category: Education

Page: 396

View: 150

Education at all levels will continue to be dominated by technology for the foreseeable future. The rush to respond to the health concerns of the pandemic led to a mass adoption of online learning tools without careful consideration and placement within a conceptual framework that would have occurred prior to adoption in best practice scenarios. Cases on Innovative and Successful Uses of Digital Resources for Online Learning evaluates and describes successful initiatives in remote and hybrid learning during the pandemic disruption to traditional schooling for early childhood through college and job training levels. During the pandemic disruption, remote and hybrid tools were adopted rapidly without the benefit of careful utilization. This text conducts that careful consideration in the past tense. Covering topics such as artificial intelligence, connected learning, and educational simulation games, this book is an excellent reference for educators of K-12 and higher education, school faculty and administrators, researchers, pre-service teachers, policymakers, and academicians.

Simulation and Gaming for Mathematical Education

Simulation and Gaming for Mathematical Education

Author: Angela Piu

Publisher: IGI Global

ISBN: 9781605669304

Category: Computers

Page: 256

View: 840

"This book proposes simulation games supported by the most recent discoveries and advances in theories of learning research, and gears operational decisions toward the development of an integrated system for the teaching of mathematics in primary schools"--Provided by publisher.

YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

Author: Roelof Petrus Hortulanus

Publisher: Kees JM van Haaster, Amersfoort-NL

ISBN: 9789090282985

Category:

Page:

View: 482

Youth care multi-disciplinary networks need flexible, interactive and attractive tools and methods for knowledge exchange in view of timely, effective and durable help in complex parenting problem situations. Social media, virtuality, simulation and gaming gain an increasing significance in the way people share information, learn and organize themselves. This leads to the question whether youth care practice is ready to adopt some online practicalities for network exchange. This design study describes model development and model appreciation of online role-play simulation gaming as a time, pace and place independent way to share expertise, information and knowledge among the actors in youth care practice. The results show that youth care professionals think that simulation gaming is relevant and convenient to unravel difficult issues, to elaborate network strategies, and to jointly reflect on intervention. The research is unique in domains of youth care intervention and in game theory. The singularity of contexts and actors is taken as starting point in a cross-over of game design and behavioral science. Online role-play simulation gaming leads to a better understanding of complexity in youth care situations and to a greater awareness of network capacities and capabilities and helps to establish accountability of choices of intervention.

Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines

Author: Carmela Aprea

Publisher: Springer Nature

ISBN: 9783030751425

Category: Education

Page: 415

View: 728

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Handbook of Operations Research and Management Science in Higher Education

Handbook of Operations Research and Management Science in Higher Education

Author: Zilla Sinuany-Stern

Publisher: Springer Nature

ISBN: 9783030740511

Category: Business & Economics

Page: 529

View: 210

This handbook covers various areas of Higher Education (HE) in which operations research/management science (OR/MS) techniques are used. Key examples include: international comparisons, university rankings, and rating academic efficiency with Data Envelopment Analysis (DEA); formulating academic strategy with balanced scorecard; budgeting and planning with linear and quadratic models; student forecasting; E-learning evaluation; faculty evaluation with questionnaires and multivariate statistics; marketing for HE; analytic and educational simulation; academic information systems; technology transfer with systems analysis; and examination timetabling. Overviews, case studies and findings on advanced OR/MS applications in various functional areas of HE are included.

Simulations and Gaming Across Disciplines and Cultures

Simulations and Gaming Across Disciplines and Cultures

Author: David Crookall

Publisher: SAGE Publications, Incorporated

ISBN: STANFORD:36105018245659

Category: Social Science

Page: 330

View: 315

With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries.