Frontiers in Gaming Simulation 44th edition by Sebastiaan Meijer,Riitta Smeds – Ebook PDF Instant Download/Delivery:9783319049533,3319049534
Full dowload Frontiers in Gaming Simulation 44th edition after payment
Product details:
ISBN 10:3319049534
ISBN 13:9783319049533
Author:Sebastiaan Meijer,Riitta Smeds
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.
Frontiers in Gaming Simulation 44th Table of contents:
Part I: Frontiers in Gaming Simulation for Education
Part I: Frontiers in Gaming Simulation for Education
Playing Science: Role-Playing Games as a Way to Enter Scientific Activity
1 Introduction
2 Activity Theory and Modern Educational Technologies
3 Scientific Activity
4 The Game “Pandora”
5 Conclusions
References
Achieving Game Goals at All Costs?
1 Introduction
2 Method
2.1 Participants
2.2 Game and Scenario
2.3 Design and Measurements
3 Procedure
4 Results
5 Discussions
References
part 3 Transcoding Pattern and Simulation Games in Learning Geometry – A Research in Primary School
1 Motivation and Reference to Related Literature
2 Theoretical Frame and Methological Choices
3 Research and Experimentation
3.1 Results Description: Quantitative Analysis
3.2 Results Description: Open-Ended Assessment Test Qualitative Analysis
4 Conclusions
References
Serious Games, Remote Laboratories and Augmented Reality to Develop and Assess Programming Skills
1 Introduction
2 Games for Programming
3 SG4Edu-PS, Development and Assessment of Logical Thinking
3.1 Pedagogical Basis
3.2 Technological Design of SG4Edu-PS
3.3 User Interface – Radial Menu of Instructions
4 Discussion
5 Conclusions and Future Work
References
EfeU: Decision Making Concerning Company Strategy
1 Introduction
2 Setting of Game
3 Handling of the Implicit Learning Goal
4 Observations
4.1 General Attitude towards the Game
4.2 Roles Students Take within the Group
4.3 Consideration of Impacts and Decisions within in the Game
4.4 Behavior of Students towards Forum
5 Focus Group Discussion
6 Factors of Influence and Identified Barriers
7 Summary and Conclusions
References
VEERKRACHT 2.0
1 Introduction
2 VEERKRACHT
3 Embodied Cognition and Interaction
5 Evaluation
6 Conclusions and Discussion
References
A Serious Game Design Combining Simulation and Sandbox Approaches
1 Introduction
2 Design Approaches of Serious Gaming in Vocational Education
3 Complex Learning
4 Design Approach of a Serious Game Based on Complex Learning Principles
5 Simulation and Sandbox Approach in Serious Gaming
6 Conclusions and Further Research
References
Building a Virtual World for Team Work Improvement
1 Introduction
2 Elements of Effective Teamwork in Reconnaissance Duties
3 The Role of (shared) Situational Awareness in Effective Teamwork
4 Design Approach of Game Scenarios to Increase Teamwork Skills in Reconnaissance Work
4.1 First Scenario: Trainer-Lead Team Play in an Authentic Virtual City
4.2 Second Scenario: Self-directed Team Play in an Authentic Virtual City
4.3 Third Scenario: Trainer-Lead Single Play in a Generic Virtual City
5 Discussion
6 Conclusions and Further Research
References
Developing an Ambient Assisted Living Environment Applying the advanced Learning Factory (aLF)
1 Introduction
2 Concept Framework
2.1 Concept of the advanced Learning Factory (aLF)
2.2 Serious Game
2.3 Ambient Assisted Living (AAL)
3 Implementation Approaches
4 Conclusion and Outlook
References
Status and Trends of Serious Game Application in Engineering and Manufacturing Education
1 Introduction
2 Serious Game Monitoring
3 Serious Game Analysis
3.1 SBCE
3.2 Shortfall
3.3 Cosiga
3.4 SGM
4 Conclusion
References
The UCS-Model of Corporate Sustainability
1 Introduction
2 Theme of Napuro, Corporate Sustainability
2.1 Introduction to Corporate Sustainability
2.2 Basic Referent System
3 Specifications of napuro and the UCS-Model
4 The UCS-Model in Action during a Game Run
5 Description of the UCS-Model of Corporate Sustainability
5.1 Overview
5.2 Internal View to the Company
5.3 External View of the Company
6 Implementation of the UCS-Model
6.1 Development of the Model during Systems Analysis
6.2 Incorporation of the Model into the Simulation Game
7 Validity Checks of the UCS-Model
8 Conclusion
References
Effects of a Game-Facilitated Curriculum on Technical Knowledge and Skill Development
1 Introduction
2 Designing a Game-Facilitated Curriculum
3 Research Design
4 Research Methods
5 Measuring Instruments
6 Results
7 Conclusions and Discussion
References
Simulation Game as a Live Case Integrated into Two Modules
1 Introduction
2 Methodology – Teaching and Learning
3 Business Simulation Course
4 Financial Analysis Module
5 Joint Game Mechanics
6 Performance Ev valuation
7 Summary
References
Part II: Frontiers in Gaming Simulation for Designand Experimentation
Part II: Frontiers in Gaming Simulationfor Design and Experimentation
A Negotiation Game to Support Inter-organizational Business Case Development
1 Introduction
2 Research Method
3 Introduction of SID4IOP
3.1 Method Concepts behind SID4IOP
3.2 Techniques and Tools behind SID4IOP
3.3 SID4IOP – Deployment Process
4 Validation
5 Conclusion
References
Gaming Simulation Design for Individual and Team Situation Awareness
1 Introduction
2 The Design and Validity of Gaming Simulations
3 Individual and Team Situation Awareness
4 Simulating and Measuring Situation Awareness in Gaming Simulations
4.1 Premise 1: Gaming Simulations for Measuring SA Need High Structural and Process Validity
4.2 Premise 2: Gaming Simulations for Measuring SA Need High Psychological Reality
4.3 Premise 3: Gaming Simulations for Measuring SA Need High Predictive Validity and Measurements o
4.4 Premise 4: Emergence of Team Processes in an Open and Voluntary Way is Necessary to Measure Tea
5 Discussion and Conclusion
References
A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment
1 Introduction
2 Dutch Railway System
3 Gaming for Requirements Elicitation
4 Railway Gaming Suite Backbone
5 Early Decision by Disruption Game
6 The Requirements
7 Conclusion
References
Co-creating Networked Educational Innovations via Process Simulations
1 Introduction
2 Boundary Objects and Discussion for Knowledge Co-creation
3 The Case Research
4 Results from the Process Simulation Workshops
5 Transfer of the Results to the Schools
6 Discussion
References
A Grassroots Gaming Simulation: The Case of “Crossroad”
1 The Game of “Crossroad”
2 Variations of “Crossroad”
3 “Crossroad” as a Flexible Tool for Facilitation
4 The Future: Continued Evolution
References
Games for Searching Technology Landscapes
1 Introduction
2 Theoretical Fram mework
2.1 Design as a Search Activity
2.2 Typology of h Search Strategies
3 Searching for a Better Railway System
3.1 Design
3.2 Build
3.3 Run
3.4 Analyze
3.5 Search Strategies
4 Conclusion
References
A Design Science Approach to Youth Care through Online Simulation Gaming
1 Introduction
2 Design Thinking and Design Abilities
3 Designerly Ways of Practice Research
4 Analyzing Knowledge Exchange in Online Simulation Games
5 Conclusion
References
Analyzing the Social Dynamics of Non-Player Characters
1 Introduction
2 Analyzing NPC Behavior
2.1 Measuring Tools for the Believability of NPCs
3 Constructing the Game Agent Matrix
4 Evaluating Games Using the Game Agent Matrix
4.1 Acting Agents
4.2 Reacting Agents
4.3 Interacting Agents
5 Conclusions
5.1 Conclusions Regarding Method
5.2 Conclusions Regarding NPCs and Games AI
6 Future Work
People also search for Frontiers in Gaming Simulation 44th:
e-sim game
gaming frontiers company
gaming frontier
frontier games twitter
frontiers video game
Tags:
Sebastiaan Meijer,Riitta Smeds,Gaming,Simulation,Frontiers