YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING
Author: Roelof Petrus Hortulanus
Publsiher: Kees JM van Haaster, Amersfoort-NL
Total Pages: 401
Release: 2014
Genre: Electronic Book
ISBN: 9789090282985

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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.

Frontiers in Gaming Simulation

Frontiers in Gaming Simulation
Author: Sebastiaan A. Meijer,Riitta Smeds
Publsiher: Springer
Total Pages: 270
Release: 2014-01-28
Genre: Computers
ISBN: 9783319049540

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This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.

Interactive Media Use and Youth Learning Knowledge Exchange and Behavior

Interactive Media Use and Youth  Learning  Knowledge Exchange and Behavior
Author: Dunkels, Elza,Franberg, Gun-Marie,Hallgren, Camilla
Publsiher: IGI Global
Total Pages: 318
Release: 2011-03-31
Genre: Computers
ISBN: 9781609602086

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"This book provides a comprehensive collection of knowledge on interactive media based on different perspectives on quantitative and descriptive studies, what goes on in the contemporary media landscape, and pedagogical research on formal and non-formal learning strategies"--Provided by publisher.

Youth Work in a Digital Society

Youth Work in a Digital Society
Author: Zaremohzzabieh, Zeinab,Ahrari, Seyedali,Krauss, Steven Eric,Abu Samah, Asnarulkhadi,Omar, Siti Zobidah
Publsiher: IGI Global
Total Pages: 301
Release: 2020-03-20
Genre: Business & Economics
ISBN: 9781799829577

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The integration of digital technologies into practice presents opportunities and challenges for the field of youth work. Digitalization procedures transform interactions with users, in addition to their needs. These also transform the organizations where youth workers are involved in professional practice. Adapting digital technological tools is a crucial challenge for the youth work profession. Youth Work in a Digital Society is an essential scholarly publication that explores how to overcome any challenges and issues facing youth development work in the digital age and to what extent modern digital technologies can contribute to empowering youth work practice. Featuring a wide range of topics such as digital inclusion, mobile technologies, and social media, this book is ideal for executives, managers, researchers, professionals, academicians, policymakers, practitioners, and students.

Knowledge Management for Process Organizational and Marketing Innovation Tools and Methods

Knowledge Management for Process  Organizational and Marketing Innovation  Tools and Methods
Author: O'Brien, Emma,Clifford, Seamus,Southern, Mark
Publsiher: IGI Global
Total Pages: 308
Release: 2010-09-30
Genre: Business & Economics
ISBN: 9781615208302

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"This book outlines different tools and technologies that can be applied depending on the type of innovation an organization desires, providing concrete advice on the different types of innovation, situations in which innovation may be useful and the role of knowledge and different tools and technologies to support it"--Provided by publisher.

The Transfer of Knowledge through Art and Visualization

The Transfer of Knowledge through Art and Visualization
Author: Anna Ursyn
Publsiher: Taylor & Francis
Total Pages: 130
Release: 2023-12-06
Genre: Education
ISBN: 9781003853473

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This book offers strategies for the transfer of knowledge through combining information technology and visual arts, and examining how to visually enhance and convey knowledge. Specifically, it presents a fresh look at how technology-based, science-inspired projects can be innovatively delivery through artistic methods. It explores a selection of inventions gained through the collaboration of internationalist professionals in various fields of knowledge, before outlining a new approach in how knowledge can be delivered using the inventions in a novel, visual way through action-based visual storytelling, video, graphical display, and visualization. Crucially, it looks at how current media and techniques used for presenting topics in industries, corporations, commerce and marketing companies could be successfully translated and developed as a presentation skill in the school, college, or university environment. It thus seeks to address the skills that prospective employers expect from students, in terms of possessing the ability to create visual presentations of data, solutions, and products. With a sharp focus on the current generation schools, academies, business and marketing companies, and catering to the modern demand for novelty in presentation, it makes a strong contribution to the conversation around professional collaboration, visual communication, knowledge transfer, novel technologies, and knowledge visualization.

Computer Supported Collaborative Learning at the Workplace

Computer Supported Collaborative Learning at the Workplace
Author: Sean P. Goggins,Isa Jahnke,Volker Wulf
Publsiher: Springer Science & Business Media
Total Pages: 333
Release: 2013-05-13
Genre: Education
ISBN: 9781461417408

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This book is an edited volume of case studies exploring the uptake and use of computer supported collaborative learning in work settings. This book fills a significant gap in the literature. A number of existing works provide empirical research on collaborative work practices (Lave & Wenger, 1987; Davenport, 2005), the sharing of information at work (Brown & Duguid, 2000), and the development of communities of practice in workplace settings (Wenger, 1998). Others examine the munificent variation of information and communication technology use in the work place, including studies of informal social networks, formal information distribution and other socio-technical combinations found in work settings (Gibson & Cohen, 2003). Another significant thread of prior work is focused on computer supported collaborative learning, much of it investigating the application of computer support for learning in the context of traditional educational institutions, like public schools, private schools, colleges and tutoring organizations. Exciting new theories of how knowledge is constructed by groups (Stahl, 2006), how teachers contribute to collaborative learning (reference to another book in the series) and the application of socio-technical scripts for learning is explicated in book length works on CSCL. Book length empirical work on CSCW is widespread, and CSCL book length works are beginning to emerge with greater frequency. We distinguish CSCL at Work from prior books written under the aegis of training and development, or human resources more broadly. The book aims to fill a void between existing works in CSCW and CSCL, and will open with a chapter characterizing the emerging application of collaborative learning theories and practices to workplace learning. CSCL and CSCW research each make distinct and important contributions to the construction of collaborative workplace learning.

Of the Odyssey 100 to NewsGames

Of the Odyssey 100 to NewsGames
Author: Geraldo A. Seabra,Luciene A. Santos
Publsiher: Geraldo A. Seabra
Total Pages: 155
Release: 2014-11-01
Genre: Games & Activities
ISBN: 9788563475015

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This is the first e-book of four volumes of Theories of NewsGames series - games like emulators news. The material was divided on issues of research, narrative, social impact and mechanics. The first volume is based on the research of the dissertation ‘Games Emulators Information’. This edition draws a timeline on the history of consoles, media titles and games from the perspective of game information. The paper also describes the theoretical basis of news based games and brings a draft proposal of a new model of Online Journalism produced, reproduced and consumed from ludo-informative platforms. Throughout this e-book we seek to demystify the world of video games demonized and support the idea that games are the best platforms for learning, information and increase our cognitive capacity.