Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning
Author: Danny Saunders,Jacqui Severn
Publsiher: Psychology Press
Total Pages: 316
Release: 1999
Genre: Business & Economics
ISBN: 0749429569

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First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.

Policy Games for Strategic Management

Policy Games for Strategic Management
Author: Richard D. Duke,Jac Geurts
Publsiher: Rozenberg Publishers
Total Pages: 376
Release: 2004
Genre: Decision-making
ISBN: 9789036193412

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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

Simulations and Games for Transition and Change

Simulations and Games for Transition and Change
Author: Danny Saunders,Nina Smalley
Publsiher: Psychology Press
Total Pages: 269
Release: 2000
Genre: Education
ISBN: 9780749433970

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First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.

The International Simulation Gaming Research Yearbook

The International Simulation   Gaming Research Yearbook
Author: Danny Saunders,,Nina Smalley
Publsiher: Routledge
Total Pages: 256
Release: 2012-10-12
Genre: Education
ISBN: 9781136361715

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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.

Learning and Teaching with Technology

Learning and Teaching with Technology
Author: Som Naidu
Publsiher: Routledge
Total Pages: 295
Release: 2003-12-16
Genre: Education
ISBN: 9781135725570

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The use of information and communications technology (ICT) in education is leading to fundamental changes in traditional learning and teaching practices. Increased use of electronic libraries and databases, multimedia courseware and computer-mediated communication is giving rise to an entirely new educational experience, that is prompting educators to assess the potential for improved and enriched learning and teaching models. Learning and Teaching with Technology explores the creative opportunities offered by ICT, and provides an authoritative, rigorous survey of the ways in which ICT is curr.

Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society
Author: Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publsiher: Springer
Total Pages: 466
Release: 2016-08-02
Genre: Mathematics
ISBN: 9789811005756

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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.

Gaming Simulations and Society

Gaming  Simulations and Society
Author: R. Shiratori,K. Arai,F. Kato
Publsiher: Springer Science & Business Media
Total Pages: 320
Release: 2006-03-20
Genre: Social Science
ISBN: 4431267972

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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.

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.