SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES

SIMULATION & GAMING THROUGH TIMES AND ACROSS DISCIPLINES PDF

Author: Marcin Wardaszko

Publisher: Akademia Leona Kozminskiego

Published: 2019-08-30

Total Pages: 687

ISBN-13: 8366502015

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The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines PDF

Author: Marcin Wardaszko

Publisher: Springer Nature

Published: 2021-03-26

Total Pages: 469

ISBN-13: 3030721329

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This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines PDF

Author: International Simulation and Gaming Association. International Conference

Publisher:

Published: 2021

Total Pages: 460

ISBN-13: 9783030721336

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This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26-30, 2019. The 38 papers presented in this volume were carefully reviewed and selected from 72 submissions. They were organized in topical sections named: simulation gaming in the science space; simulation gaming design and implementation; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.

Simulations and Gaming Across Disciplines and Cultures

Simulations and Gaming Across Disciplines and Cultures PDF

Author: David Crookall

Publisher: SAGE Publications, Incorporated

Published: 1995-06-19

Total Pages: 330

ISBN-13:

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With contributions from leading international researchers in simulation and gaming, this book provides readers with up-to-date coverage of simulation and gaming as a professional endeavor rather than just as a set of subject-relevant techniques. Organized into four parts (applications, policy exercises, research, and professional matters), the book covers such topics as the application of simulation/games to specific purposes (such as international conflict, citizen participation, etc.); research in the areas of business performance and discourse analysis; and debriefing, ethics, and the state of simulation/gaming in various countries.

Simulation and Gaming for Social Design

Simulation and Gaming for Social Design PDF

Author: Toshiyuki Kaneda

Publisher: Springer Nature

Published: 2022-01-03

Total Pages: 309

ISBN-13: 9811620113

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This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.

Simulation for Participatory Education

Simulation for Participatory Education PDF

Author: M. Laura Angelini

Publisher: Springer Nature

Published: 2023-09-30

Total Pages: 476

ISBN-13: 3031210115

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This textbook explores the use of simulation within the context of education and internationalization. Simulation is broken down into its phases and these elements are discussed by experts, most of whom have long tradition in the application of simulation. Simulation is treated with references to the specific needs of practitioners, educators and researchers in initiating and developing simulation in different fields of study, with specific reference to teacher education. This volume focuses on presenting simulation as a means to facilitating students’ openness to complexity and development of intercultural skills through virtual exchange. Thus, it provides educators and researchers with a conceptual and practical resource that tackles the critical role of cognitive and metacognitive complexity in the education of future global professionals through intercultural pedagogy. By tracing the roots of simulation and outlining a framework to support professional learning through experiential-based research, this textbook will prove invaluable for teacher trainers, practitioners and researchers interested in simulation.

Games and Learning Alliance

Games and Learning Alliance PDF

Author: Francesca de Rosa

Publisher: Springer Nature

Published: 2021-11-29

Total Pages: 303

ISBN-13: 3030921824

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This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

The Magic Circle: Principles of Gaming & Simulation

The Magic Circle: Principles of Gaming & Simulation PDF

Author: Jan H.G. Klabbers

Publisher: BRILL

Published: 2009-01-01

Total Pages: 398

ISBN-13: 9087903103

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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.

Intersections in Simulation and Gaming

Intersections in Simulation and Gaming PDF

Author: Anjum Naweed

Publisher: Springer

Published: 2018-04-05

Total Pages: 412

ISBN-13: 3319787950

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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.

Applied Pedagogies for Higher Education

Applied Pedagogies for Higher Education PDF

Author: Dawn A. Morley

Publisher: Springer Nature

Published: 2020-11-05

Total Pages: 425

ISBN-13: 3030469514

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This open access book critiques real world learning across both the curriculum and extracurricular activities. Drawing on disciplines as diverse as business, health, fashion, sociology and geography, the editors and authors employ a cross-disciplinary approach to examine how this concept is being applied in higher education. Divided into three parts, the authors and contributors analyse broader applications of real world learning, student experience of practicing in a real world setting, and how learning strategies can be employed to engage students in real world learning. The editors and contributors provide up-to-date, cross-disciplinary and international insights into how real world learning could be integrated into the higher education curriculum to support effective, relevant and life-long learning for 21st century students.