Simulation and Games for Strategy and Policy Planning PDF Download
Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Simulation and Games for Strategy and Policy Planning PDF full book. Access full book title Simulation and Games for Strategy and Policy Planning by Danny Saunders. Download full books in PDF and EPUB format.
Author: Danny Saunders
Publisher: Psychology Press
ISBN: 9780749429560
Category : Business & Economics
Languages : en
Pages : 316
Get Book
Book Description
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
Author: Danny Saunders
Publisher: Psychology Press
ISBN: 9780749429560
Category : Business & Economics
Languages : en
Pages : 316
Get Book
Book Description
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
Author: Richard D. Duke
Publisher: Rozenberg Publishers
ISBN: 9036193419
Category : Decision-making
Languages : en
Pages : 376
Get Book
Book Description
This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr
Author: Danny Saunders
Publisher: Psychology Press
ISBN: 0749433973
Category : Education
Languages : en
Pages : 269
Get Book
Book Description
First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.
Author: Danny Saunders
Publisher: Routledge
ISBN: 1136361715
Category : Education
Languages : en
Pages : 269
Get Book
Book Description
The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.
Author: Som Naidu
Publisher: Routledge
ISBN: 1135725578
Category : Education
Languages : en
Pages : 295
Get Book
Book Description
Exploring the creative opportunities opened up by ICT in the modern classroom, this text presents an authoritative survey of ICT's impact upon core teaching functions, and draws from the experiences of leading practitioners in the field.
Author: Toshiyuki Kaneda
Publisher: Springer
ISBN: 9811005753
Category : Mathematics
Languages : en
Pages : 466
Get Book
Book Description
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
Author: R. Shiratori
Publisher: Springer Science & Business Media
ISBN: 4431267972
Category : Social Science
Languages : en
Pages : 321
Get Book
Book Description
The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
Author: Ryoju Hamada
Publisher: Springer Nature
ISBN: 9811380392
Category : Political Science
Languages : en
Pages : 557
Get Book
Book Description
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.
Author: Anjum Naweed
Publisher: Springer
ISBN: 3319787950
Category : Computers
Languages : en
Pages : 412
Get Book
Book Description
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.
Author: Toshiko Kikkawa
Publisher: Springer Nature
ISBN: 9811903484
Category : Mathematics
Languages : en
Pages : 199
Get Book
Book Description
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.