The Complete Guide to Simulations and Serious Games

The Complete Guide to Simulations and Serious Games

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  • Author: Clark Aldrich
  • Publisher: John Wiley & Sons
  • ISBN: 0470506741
  • Category : Business & Economics
  • Languages : en
  • Pages : 578

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.


Engaging Learning

Engaging Learning

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  • Author: Clark N. Quinn
  • Publisher: John Wiley & Sons
  • ISBN: 0787979791
  • Category : Business & Economics
  • Languages : en
  • Pages : 243

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.


Simulating War

Simulating War

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  • Author: Philip Sabin
  • Publisher: Bloomsbury Publishing
  • ISBN: 1441162267
  • Category : History
  • Languages : en
  • Pages : 416

Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.


Story and Simulations for Serious Games

Story and Simulations for Serious Games

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  • Author: Nick Iuppa
  • Publisher: CRC Press
  • ISBN: 1136142789
  • Category : Art
  • Languages : en
  • Pages : 265

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.


Military Simulation & Serious Games: Where We Came from and Where We Are Going

Military Simulation & Serious Games: Where We Came from and Where We Are Going

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  • Author: Roger Dean Smith
  • Publisher:
  • ISBN: 9780984399321
  • Category : Computers
  • Languages : en
  • Pages : 412

"The world inside a simulator is as real as the world inside your head - but it is more accurate." Simulation has been a powerful tool for training the military for over 3000 years. What began as sand tables and board games has evolved into advanced computer and communication systems that encompass the globe and provide training portals on every continent. Commercial computer games have followed a similar evolutionary trajectory in delivering entertainment. The core technologies behind both fields have many commonalities and become more intertwined every year. This book is a collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies. It provides a fascinating historical summary, explores important technical capabilities, and speculates on the role that these technologies will play in the future.


Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning

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  • Author: Danny Saunders
  • Publisher: Psychology Press
  • ISBN: 9780749429560
  • Category : Business & Economics
  • Languages : en
  • Pages : 316

First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.


The Magic Circle: Principles of Gaming & Simulation

The Magic Circle: Principles of Gaming & Simulation

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  • Author: Jan H.G. Klabbers
  • Publisher: BRILL
  • ISBN: 9087903103
  • Category : Education
  • Languages : en
  • Pages : 398

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.


Using Games and Simulations in the Classroom

Using Games and Simulations in the Classroom

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  • Author: Henry Ellington
  • Publisher: Routledge
  • ISBN: 113473185X
  • Category : Education
  • Languages : en
  • Pages : 188

Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and simulations in schools. It provides practical advice and guidance on how and when to use these as well as illustrative cases from nursery schools to secondary level.


Intersections in Simulation and Gaming

Intersections in Simulation and Gaming

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  • Author: Anjum Naweed
  • Publisher: Springer
  • ISBN: 3319787950
  • Category : Computers
  • Languages : en
  • Pages : 412

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.


YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

YOUTH CARE KNOWLEDGE EXCHANGE THROUGH ONLINE SIMULATION GAMING

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  • Author: Roelof Petrus Hortulanus
  • Publisher: Kees JM van Haaster, Amersfoort-NL
  • ISBN: 909028298X
  • Category :
  • Languages : en
  • Pages :

Youth care multi-disciplinary networks need flexible, interactive and attractive tools and methods for knowledge exchange in view of timely, effective and durable help in complex parenting problem situations. Social media, virtuality, simulation and gaming gain an increasing significance in the way people share information, learn and organize themselves. This leads to the question whether youth care practice is ready to adopt some online practicalities for network exchange. This design study describes model development and model appreciation of online role-play simulation gaming as a time, pace and place independent way to share expertise, information and knowledge among the actors in youth care practice. The results show that youth care professionals think that simulation gaming is relevant and convenient to unravel difficult issues, to elaborate network strategies, and to jointly reflect on intervention. The research is unique in domains of youth care intervention and in game theory. The singularity of contexts and actors is taken as starting point in a cross-over of game design and behavioral science. Online role-play simulation gaming leads to a better understanding of complexity in youth care situations and to a greater awareness of network capacities and capabilities and helps to establish accountability of choices of intervention.