The Guide To Computer Simulations And Games

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The Guide to Computer Simulations and Games

Author : K. Becker,J.R. Parker
Publisher : John Wiley & Sons
Page : 480 pages
File Size : 51,9 Mb
Release : 2011-11-30
Category : Education
ISBN : 9781118235591

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The Guide to Computer Simulations and Games by K. Becker,J.R. Parker Pdf

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.

Learning by Doing

Author : Clark Aldrich
Publisher : John Wiley & Sons
Page : 403 pages
File Size : 55,9 Mb
Release : 2008-10-07
Category : Business & Economics
ISBN : 9780470464823

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Learning by Doing by Clark Aldrich Pdf

Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”

The Complete Guide to Simulations and Serious Games

Author : Clark Aldrich
Publisher : John Wiley & Sons
Page : 578 pages
File Size : 53,7 Mb
Release : 2009-09-17
Category : Business & Economics
ISBN : 9780470506745

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The Complete Guide to Simulations and Serious Games by Clark Aldrich Pdf

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.

Practical Guide to Computer Simulations

Author : Alexander K. Hartmann
Publisher : World Scientific
Page : 383 pages
File Size : 53,7 Mb
Release : 2009
Category : Computers
ISBN : 9789812834140

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Practical Guide to Computer Simulations by Alexander K. Hartmann Pdf

This book presents all the computational techniques and tools needed to start doing scientific research using computer simulations. After working through this book, the reader will possess the necessary basic background knowledge, from program design, programming in C, fundamental algorithms and data structures, random numbers, and debugging, all the way to data analysis, presentation and publishing. In each of these fields, no preliminary knowledge is assumed. The reader will be equipped to successfully perform complete projects from the first idea until the final publication. All techniques are explained using many examples in C; these C codes, as well as the solutions to exercises, are readily available in the accompanying CD-ROM. The techniques in this book are independent of the fields of research, and hence they are suitable for conducting research projects in physics, chemistry, computer science, biology and engineering. This also means that no problem-dependent algorithms are introduced; therefore, this book does NOT explain molecular dynamics, Monte Carlo, finite elements and other special-purpose techniques, which would be beyond the scope of a general-purpose book. There has been no similar comprehensive book written so far. Currently, one needs many different books to learn all the necessary elements. With this book, however, one basically needs only a second book on field-specific algorithms in order to be fully equipped to perform computer simulations research.

Learning Science Through Computer Games and Simulations

Author : National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publisher : National Academies Press
Page : 174 pages
File Size : 49,9 Mb
Release : 2011-04-12
Category : Education
ISBN : 9780309212663

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Learning Science Through Computer Games and Simulations by National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education Pdf

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Gaming the Past

Author : Jeremiah McCall
Publisher : Routledge
Page : 198 pages
File Size : 41,6 Mb
Release : 2013-06-17
Category : Education
ISBN : 9781136832093

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Gaming the Past by Jeremiah McCall Pdf

Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Learning by Doing

Author : Clark Aldrich
Publisher : Unknown
Page : 403 pages
File Size : 44,8 Mb
Release : 2005
Category : Computer games
ISBN : 1280279141

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Learning by Doing by Clark Aldrich Pdf

Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their cu.

Learning Science Through Computer Games and Simulations

Author : National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publisher : National Academies Press
Page : 174 pages
File Size : 47,9 Mb
Release : 2011-05-12
Category : Education
ISBN : 9780309185233

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Learning Science Through Computer Games and Simulations by National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education Pdf

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Computer Simulations and Gaming

Author : Cooper, James W.,Yoder, Michele E.,Watson, Stacey L.
Publisher : Edward Elgar Publishing
Page : 176 pages
File Size : 51,8 Mb
Release : 2022-07-08
Category : Business & Economics
ISBN : 9781839102431

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Computer Simulations and Gaming by Cooper, James W.,Yoder, Michele E.,Watson, Stacey L. Pdf

Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they need to successfully select and implement computer simulations, serious digital games, and/or gamification elements.

The Design and Use of Simulation Computer Games in Education

Author : Anonim
Publisher : BRILL
Page : 312 pages
File Size : 53,5 Mb
Release : 2007-01-01
Category : Education
ISBN : 9789087903121

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The Design and Use of Simulation Computer Games in Education by Anonim Pdf

"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

Creating Computer Simulation Systems

Author : Dr. Frederick Kuhl,Judith Dahmann,Richard Weatherly
Publisher : Prentice Hall
Page : 248 pages
File Size : 46,7 Mb
Release : 2000
Category : Computers
ISBN : UOM:39015048588357

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Creating Computer Simulation Systems by Dr. Frederick Kuhl,Judith Dahmann,Richard Weatherly Pdf

This book is an introduction to the High Level Architecture for modeling and simulation. The HLA is a software architecture for creating computer models and simulation out of component models or simulations. HLA was adopted by the US Defense Dept. The book is an introduction to HLA for application developers.

Guide to Business Gaming and Experiential Learning

Author : James W. Gentry
Publisher : Unknown
Page : 392 pages
File Size : 40,7 Mb
Release : 1990
Category : Business & Economics
ISBN : UOM:49015001348920

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Guide to Business Gaming and Experiential Learning by James W. Gentry Pdf

Research in Education

Author : Anonim
Publisher : Unknown
Page : 1116 pages
File Size : 44,7 Mb
Release : 1971
Category : Education
ISBN : UFL:31262083003540

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Research in Education by Anonim Pdf

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Author : Bernardes, Oscar,Amorim, Vanessa
Publisher : IGI Global
Page : 665 pages
File Size : 53,6 Mb
Release : 2022-03-18
Category : Computers
ISBN : 9781799897347

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Handbook of Research on Promoting Economic and Social Development Through Serious Games by Bernardes, Oscar,Amorim, Vanessa Pdf

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.