Neo-Simulation and Gaming Toward Active Learning

Neo-Simulation and Gaming Toward Active Learning
Title Neo-Simulation and Gaming Toward Active Learning PDF eBook
Author Ryoju Hamada
Publisher Springer Nature
Total Pages 557
Release 2019-10-08
Genre Political Science
ISBN 9811380392

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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.

Simulation and Gaming for Social Design

Simulation and Gaming for Social Design
Title Simulation and Gaming for Social Design PDF eBook
Author Toshiyuki Kaneda
Publisher Springer Nature
Total Pages 309
Release 2022-01-03
Genre Business & Economics
ISBN 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.

Gaming, Simulation and Innovations: Challenges and Opportunities

Gaming, Simulation and Innovations: Challenges and Opportunities
Title Gaming, Simulation and Innovations: Challenges and Opportunities PDF eBook
Author Upinder Dhar
Publisher Springer Nature
Total Pages 305
Release 2022-07-26
Genre Computers
ISBN 3031099591

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This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

Gaming as a Cultural Commons

Gaming as a Cultural Commons
Title Gaming as a Cultural Commons PDF eBook
Author Toshiko Kikkawa
Publisher Springer Nature
Total Pages 199
Release 2022-04-23
Genre Mathematics
ISBN 9811903484

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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.

Active Learning in Political Science for a Post-Pandemic World

Active Learning in Political Science for a Post-Pandemic World
Title Active Learning in Political Science for a Post-Pandemic World PDF eBook
Author Jeffrey S. Lantis
Publisher Springer Nature
Total Pages 164
Release 2022-02-24
Genre Political Science
ISBN 3030947130

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This book features valuable conversations about how COVID-19 has changed how we teach and even who we are as instructors in political science. This project devotes special attention to how our pedagogy in political science has evolved from ‘triage’ to transformation over the course of the pandemic. This book, part of the Palgrave Macmillan Political Pedagogies series, presents a variety of innovations in political science teaching (from “ungrading” to the flipped classroom) and offers systematic reflections on how our approaches to teaching and learning have been forever changed.

Simulation and Gaming for Social Impact

Simulation and Gaming for Social Impact
Title Simulation and Gaming for Social Impact PDF eBook
Author Casper Harteveld
Publisher Springer Nature
Total Pages 233
Release 2023-07-18
Genre Computers
ISBN 3031371712

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This book constitutes revised selected papers from the 53rd International Simulation and Gaming Association Conference, ISAGA 2022, which took place in Boston, USA, during July 11–14, 2022. The 15 full papers presented in this volume were carefully reviewed and selected from 35 submissions. They were organized in topical sections named: education and training; resilience and sustainability; health; and social justice.

Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines
Title Simulation Gaming Through Times and Disciplines PDF eBook
Author Marcin Wardaszko
Publisher Springer Nature
Total Pages 469
Release 2021-03-26
Genre Computers
ISBN 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.