The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education
Author: Anonim
Publsiher: BRILL
Total Pages: 312
Release: 2007-01-01
Genre: Education
ISBN: 9789087903121

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"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University

Gaming and Simulations Concepts Methodologies Tools and Applications

Gaming and Simulations  Concepts  Methodologies  Tools and Applications
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2164
Release: 2010-11-30
Genre: Games & Activities
ISBN: 9781609601966

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

The Guide to Computer Simulations and Games

The Guide to Computer Simulations and Games
Author: K. Becker,J.R. Parker
Publsiher: John Wiley & Sons
Total Pages: 480
Release: 2011-11-30
Genre: Education
ISBN: 9781118235591

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The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.

Design and Use of Serious Games

Design and Use of Serious Games
Author: Marja Helena Kankaanranta,Pekka Neittaanmäki
Publsiher: Springer Science & Business Media
Total Pages: 205
Release: 2008-12-25
Genre: Technology & Engineering
ISBN: 9781402094965

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During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.

Design Utilization and Analysis of Simulations and Game Based Educational Worlds

Design  Utilization  and Analysis of Simulations and Game Based Educational Worlds
Author: Ferdig, Richard E.
Publsiher: IGI Global
Total Pages: 361
Release: 2013-05-31
Genre: Education
ISBN: 9781466640191

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Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

The Magic Circle Principles of Gaming Simulation

The Magic Circle  Principles of Gaming   Simulation
Author: Jan H.G. Klabbers
Publsiher: BRILL
Total Pages: 398
Release: 2009-01-01
Genre: Education
ISBN: 9789087903107

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The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.

Gaming simulation rationale Design and Applications

Gaming simulation  rationale  Design  and Applications
Author: Cathy S. Greenblat,Richard D. Duke
Publsiher: John Wiley & Sons
Total Pages: 456
Release: 1975
Genre: Social Science
ISBN: STANFORD:36105036057052

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Textbook on the theoretics, design and applications of gaming-simulation in the social sciences - covers contemporary problems of learning and communication, simulation techniques and model-building, the use of simulation as a teaching method, decision making applications, etc. Bibliography pp. 420 to 431, diagrams, flow charts and references.

Computer Games and Instruction

Computer Games and Instruction
Author: J. D. Fletcher,Sigmund Tobias
Publsiher: IAP
Total Pages: 565
Release: 2011-05-01
Genre: Technology & Engineering
ISBN: 9781617354106

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There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.