Neo Simulation and Gaming Toward Active Learning

Neo Simulation and Gaming Toward Active Learning
Author: Ryoju Hamada,Songsri Soranastaporn,Hidehiko Kanegae,Pongchai Dumrongrojwatthana,Settachai Chaisanit,Paola Rizzi,Vinod Dumblekar
Publsiher: Springer Nature
Total Pages: 557
Release: 2019-10-08
Genre: Political Science
ISBN: 9789811380396

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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.

Simulation and Gaming for Social Design

Simulation and Gaming for Social Design
Author: Toshiyuki Kaneda,Ryoju Hamada,Terukazu Kumazawa
Publsiher: Springer Nature
Total Pages: 309
Release: 2022-01-03
Genre: Business & Economics
ISBN: 9789811620119

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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.

Gaming Simulation and Innovations Challenges and Opportunities

Gaming  Simulation and Innovations  Challenges and Opportunities
Author: Upinder Dhar,Jigyasu Dubey,Vinod Dumblekar,Sebastiaan Meijer,Heide Lukosch
Publsiher: Springer Nature
Total Pages: 305
Release: 2022-07-26
Genre: Computers
ISBN: 9783031099595

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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 as a Cultural Commons

Gaming as a Cultural Commons
Author: Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugiura
Publsiher: Springer Nature
Total Pages: 199
Release: 2022-04-23
Genre: Mathematics
ISBN: 9789811903489

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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.

Active Learning in Political Science for a Post Pandemic World

Active Learning in Political Science for a Post Pandemic World
Author: Jeffrey S. Lantis
Publsiher: Springer Nature
Total Pages: 164
Release: 2022-02-24
Genre: Political Science
ISBN: 9783030947132

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This book features valuable conversations about how COVID-19 has changed how we teach and even who we are as instructors in political science. This project devotes special attention to how our pedagogy in political science has evolved from ‘triage’ to transformation over the course of the pandemic. This book, part of the Palgrave Macmillan Political Pedagogies series, presents a variety of innovations in political science teaching (from “ungrading” to the flipped classroom) and offers systematic reflections on how our approaches to teaching and learning have been forever changed.

Simulation and Gaming for Social Impact

Simulation and Gaming for Social Impact
Author: Casper Harteveld,Steven Sutherland,Giovanni Troiano,Heide Lukosch,Sebastiaan Meijer
Publsiher: Springer Nature
Total Pages: 233
Release: 2023-07-18
Genre: Computers
ISBN: 9783031371714

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This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines
Author: Marcin Wardaszko,Sebastiaan Meijer,Heide Lukosch,Hidehiko Kanegae,Willy Christian Kriz,Mariola Grzybowska-Brzezińska
Publsiher: Springer Nature
Total Pages: 469
Release: 2021-03-26
Genre: Computers
ISBN: 9783030721329

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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 for Participatory Education

Simulation for Participatory Education
Author: M. Laura Angelini,Rut Muñiz
Publsiher: Springer Nature
Total Pages: 476
Release: 2023-09-30
Genre: Education
ISBN: 9783031210112

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This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.