The Magic Circle: Principles of Gaming & Simulation

The Magic Circle: Principles of Gaming & Simulation
Author: Jan H.G. Klabbers
Publisher: BRILL
Total Pages: 398
Release: 2009-01-01
Genre: Education
ISBN: 9087903103

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.

Principles and Practices of Gaming-Simulation

Principles and Practices of Gaming-Simulation
Author: Cathy S. Greenblat
Publisher: SAGE Publications, Incorporated
Total Pages: 294
Release: 1981
Genre: Games & Activities
ISBN:

The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.

Handbook of Simulation

Handbook of Simulation
Author: Jerry Banks
Publisher: John Wiley & Sons
Total Pages: 868
Release: 1998-09-14
Genre: Technology & Engineering
ISBN: 9780471134039

Dieses Buch ist eine unschätzbare Informationsquelle für alle Ingenieure, Designer, Manager und Techniker bei Entwicklung, Studium und Anwendung einer großen Vielzahl von Simulationstechniken. Es vereint die Arbeit internationaler Simulationsexperten aus Industrie und Forschung. Alle Aspekte der Simulation werden in diesem umfangreichen Nachschlagewerk abgedeckt. Der Leser wird vertraut gemacht mit den verschiedenen Techniken von Industriesimulationen sowie mit Einsatz, Anwendungen und Entwicklungen. Neueste Fortschritte wie z.B. objektorientierte Programmierung werden ebenso behandelt wie Richtlinien für den erfolgreichen Umgang mit simulationsgestützten Prozessen. Auch gibt es eine Liste mit den wichtigsten Vertriebs- und Zulieferadressen. (10/98)

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 2084
Release: 2010-11-30
Genre: Games & Activities
ISBN: 1609601963

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Simulation Games and Learning in Production Management

Simulation Games and Learning in Production Management
Author: Jens Ove Riis
Publisher: Springer Science & Business Media
Total Pages: 234
Release: 1995-04-30
Genre: Business & Economics
ISBN: 9780412721007

Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.

Applied Pedagogies for Higher Education

Applied Pedagogies for Higher Education
Author: Dawn A. Morley
Publisher: Springer Nature
Total Pages: 425
Release: 2020-11-05
Genre: Education
ISBN: 3030469514

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.

Engaging Learning

Engaging Learning
Author: Clark N. Quinn
Publisher: John Wiley & Sons
Total Pages: 243
Release: 2005-05-31
Genre: Business & Economics
ISBN: 0787979791

Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Simulation Games and Learning in Production Management

Simulation Games and Learning in Production Management
Author: Jens O. Riis
Publisher: Springer
Total Pages: 216
Release: 2016-01-09
Genre: Business & Economics
ISBN: 1504128702

Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.