Simulation And Games For Strategy And Policy Planning

Simulation And Games For Strategy And Policy Planning Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Simulation And Games For Strategy And Policy Planning book. This book definitely worth reading, it is an incredibly well-written.

Simulation and Games for Strategy and Policy Planning

Author : Danny Saunders,Jacqui Severn
Publisher : Psychology Press
Page : 316 pages
File Size : 42,7 Mb
Release : 1999
Category : Business & Economics
ISBN : 0749429569

Get Book

Simulation and Games for Strategy and Policy Planning by Danny Saunders,Jacqui Severn Pdf

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

Policy Games for Strategic Management

Author : Richard D. Duke,Jac Geurts
Publisher : Rozenberg Publishers
Page : 376 pages
File Size : 51,9 Mb
Release : 2004
Category : Decision-making
ISBN : 9789036193412

Get Book

Policy Games for Strategic Management by Richard D. Duke,Jac Geurts Pdf

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

Author : Danny Saunders,Nina Smalley
Publisher : Psychology Press
Page : 269 pages
File Size : 51,9 Mb
Release : 2000
Category : Education
ISBN : 9780749433970

Get Book

Simulations and Games for Transition and Change by Danny Saunders,Nina Smalley Pdf

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

The International Simulation & Gaming Research Yearbook

Author : Danny Saunders,Nina Smalley
Publisher : Routledge
Page : 269 pages
File Size : 43,9 Mb
Release : 2012-10-12
Category : Education
ISBN : 9781136361715

Get Book

The International Simulation & Gaming Research Yearbook by Danny Saunders,Nina Smalley Pdf

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

Author : Som Naidu
Publisher : Routledge
Page : 295 pages
File Size : 54,7 Mb
Release : 2003-12-16
Category : Education
ISBN : 9781135725570

Get Book

Learning and Teaching with Technology by Som Naidu Pdf

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

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 49,5 Mb
Release : 2016-08-02
Category : Mathematics
ISBN : 9789811005756

Get Book

Simulation and Gaming in the Network Society by Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi Pdf

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

Author : R. Shiratori,K. Arai,F. Kato
Publisher : Springer Science & Business Media
Page : 321 pages
File Size : 44,6 Mb
Release : 2006-03-20
Category : Social Science
ISBN : 9784431267973

Get Book

Gaming, Simulations and Society by R. Shiratori,K. Arai,F. Kato Pdf

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

Author : Ryoju Hamada,Songsri Soranastaporn,Hidehiko Kanegae,Pongchai Dumrongrojwatthana,Settachai Chaisanit,Paola Rizzi,Vinod Dumblekar
Publisher : Springer Nature
Page : 557 pages
File Size : 40,5 Mb
Release : 2019-10-08
Category : Political Science
ISBN : 9789811380396

Get Book

Neo-Simulation and Gaming Toward Active Learning by Ryoju Hamada,Songsri Soranastaporn,Hidehiko Kanegae,Pongchai Dumrongrojwatthana,Settachai Chaisanit,Paola Rizzi,Vinod Dumblekar Pdf

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.

Intersections in Simulation and Gaming

Author : Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer
Publisher : Springer
Page : 412 pages
File Size : 48,5 Mb
Release : 2018-04-05
Category : Computers
ISBN : 9783319787954

Get Book

Intersections in Simulation and Gaming by Anjum Naweed,Marcin Wardaszko,Elyssebeth Leigh,Sebastiaan Meijer Pdf

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.

Gaming as a Cultural Commons

Author : Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugiura
Publisher : Springer Nature
Page : 199 pages
File Size : 46,9 Mb
Release : 2022-04-23
Category : Mathematics
ISBN : 9789811903489

Get Book

Gaming as a Cultural Commons by Toshiko Kikkawa,Willy Christian Kriz,Junkichi Sugiura Pdf

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.

Handbook of Research on Gaming Trends in P-12 Education

Author : Russell, Donna
Publisher : IGI Global
Page : 664 pages
File Size : 50,5 Mb
Release : 2015-10-21
Category : Education
ISBN : 9781466696303

Get Book

Handbook of Research on Gaming Trends in P-12 Education by Russell, Donna Pdf

Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Learning with Digital Games

Author : Nicola Whitton
Publisher : Routledge
Page : 251 pages
File Size : 50,5 Mb
Release : 2009-09-10
Category : Education
ISBN : 9781135215897

Get Book

Learning with Digital Games by Nicola Whitton Pdf

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Back to the future of Gaming

Author : Willy Christian Kriz,Richard D. Duke
Publisher : wbv Media GmbH & Company KG
Page : 310 pages
File Size : 45,6 Mb
Release : 2014-07-10
Category : Education
ISBN : 9783763954261

Get Book

Back to the future of Gaming by Willy Christian Kriz,Richard D. Duke Pdf

Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

ECEL 2018 17th European Conference on e-Learning

Author : Anonim
Publisher : Academic Conferences and publishing limited
Page : 128 pages
File Size : 54,6 Mb
Release : 2018-11-01
Category : Electronic
ISBN : 9781912764082

Get Book

ECEL 2018 17th European Conference on e-Learning by Anonim Pdf

The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.

Change Management During Unprecedented Times

Author : Tennin, Kyla Latrice
Publisher : IGI Global
Page : 435 pages
File Size : 51,5 Mb
Release : 2023-04-25
Category : Business & Economics
ISBN : 9781668475119

Get Book

Change Management During Unprecedented Times by Tennin, Kyla Latrice Pdf

Conclusively, resilience, education, financial inclusion, digital transformation, strategic partnerships, and particularly change management are needed when crises occur in order to save and advance organizational ecosystems and economies. Therefore, it is crucial to know about the ideation and processes of change management to improve companies’ negative circumstances. Change Management During Unprecedented Times examines organizational change management through the lenses of research and innovative practices contained within the fields of leadership and organizational change. The book enlightens communities through the efforts of a research perspective that amplifies practice-based potential in applying theory, models, and frameworks to real-time issues. Covering topics such as technology, ethics, entrepreneurship, and communication, this reference work is ideal for business owners, managers, researchers, scholars, academicians, practitioners, instructors, and students.