Simulation and Games for Strategy and Policy Planning

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Author :
Publisher : Psychology Press
ISBN 13 : 9780749429560
Total Pages : 316 pages
Book Rating : 4.4/5 (295 download)

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Book Synopsis Simulation and Games for Strategy and Policy Planning by : Danny Saunders

Download or read book Simulation and Games for Strategy and Policy Planning written by Danny Saunders and published by Psychology Press. This book was released on 1999 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.

Policy Games for Strategic Management

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Author :
Publisher : Rozenberg Publishers
ISBN 13 : 9036193419
Total Pages : 376 pages
Book Rating : 4.0/5 (361 download)

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Book Synopsis Policy Games for Strategic Management by : Richard D. Duke

Download or read book Policy Games for Strategic Management written by Richard D. Duke and published by Rozenberg Publishers. This book was released on 2004 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Simulations and Games for Transition and Change

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Publisher : Psychology Press
ISBN 13 : 0749433973
Total Pages : 269 pages
Book Rating : 4.7/5 (494 download)

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Book Synopsis Simulations and Games for Transition and Change by : Danny Saunders

Download or read book Simulations and Games for Transition and Change written by Danny Saunders and published by Psychology Press. This book was released on 2000 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.

The International Simulation & Gaming Research Yearbook

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Author :
Publisher : Routledge
ISBN 13 : 1136361715
Total Pages : 256 pages
Book Rating : 4.1/5 (363 download)

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Book Synopsis The International Simulation & Gaming Research Yearbook by : Danny Saunders,

Download or read book The International Simulation & Gaming Research Yearbook written by Danny Saunders, and published by Routledge. This book was released on 2012-10-12 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Learning and Teaching with Technology

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Publisher : Routledge
ISBN 13 : 1135725578
Total Pages : 295 pages
Book Rating : 4.1/5 (357 download)

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Book Synopsis Learning and Teaching with Technology by : Som Naidu

Download or read book Learning and Teaching with Technology written by Som Naidu and published by Routledge. This book was released on 2003-12-16 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: The use of information and communications technology (ICT) in education is leading to fundamental changes in traditional learning and teaching practices. Increased use of electronic libraries and databases, multimedia courseware and computer-mediated communication is giving rise to an entirely new educational experience, that is prompting educators to assess the potential for improved and enriched learning and teaching models. Learning and Teaching with Technology explores the creative opportunities offered by ICT, and provides an authoritative, rigorous survey of the ways in which ICT is curr.

Simulation and Gaming in the Network Society

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Author :
Publisher : Springer
ISBN 13 : 9811005753
Total Pages : 466 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis Simulation and Gaming in the Network Society by : Toshiyuki Kaneda

Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda and published by Springer. This book was released on 2016-08-02 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gaming, Simulations and Society

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9784431267973
Total Pages : 320 pages
Book Rating : 4.2/5 (679 download)

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Book Synopsis Gaming, Simulations and Society by : R. Shiratori

Download or read book Gaming, Simulations and Society written by R. Shiratori and published by Springer Science & Business Media. This book was released on 2006-03-20 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Neo-Simulation and Gaming Toward Active Learning

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Author :
Publisher : Springer Nature
ISBN 13 : 9811380392
Total Pages : 557 pages
Book Rating : 4.8/5 (113 download)

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Book Synopsis Neo-Simulation and Gaming Toward Active Learning by : Ryoju Hamada

Download or read book Neo-Simulation and Gaming Toward Active Learning written by Ryoju Hamada and published by Springer Nature. This book was released on 2019-10-08 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Intersections in Simulation and Gaming

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Author :
Publisher : Springer
ISBN 13 : 3319787950
Total Pages : 412 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis Intersections in Simulation and Gaming by : Anjum Naweed

Download or read book Intersections in Simulation and Gaming written by Anjum Naweed and published by Springer. This book was released on 2018-04-05 with total page 412 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Gaming as a Cultural Commons

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Publisher : Springer Nature
ISBN 13 : 9811903484
Total Pages : 199 pages
Book Rating : 4.8/5 (119 download)

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Book Synopsis Gaming as a Cultural Commons by : Toshiko Kikkawa

Download or read book Gaming as a Cultural Commons written by Toshiko Kikkawa and published by Springer Nature. This book was released on 2022-04-23 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Handbook of Research on Gaming Trends in P-12 Education

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Author :
Publisher : IGI Global
ISBN 13 : 1466696303
Total Pages : 664 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Handbook of Research on Gaming Trends in P-12 Education by : Russell, Donna

Download or read book Handbook of Research on Gaming Trends in P-12 Education written by Russell, Donna and published by IGI Global. This book was released on 2015-10-21 with total page 664 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Back to the future of Gaming

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Author :
Publisher : wbv Media GmbH & Company KG
ISBN 13 : 3763954260
Total Pages : 310 pages
Book Rating : 4.7/5 (639 download)

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Book Synopsis Back to the future of Gaming by : Willy Christian Kriz

Download or read book Back to the future of Gaming written by Willy Christian Kriz and published by wbv Media GmbH & Company KG. This book was released on 2014-07-10 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.

Change Management During Unprecedented Times

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Publisher : IGI Global
ISBN 13 : 1668475111
Total Pages : 435 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Change Management During Unprecedented Times by : Tennin, Kyla Latrice

Download or read book Change Management During Unprecedented Times written by Tennin, Kyla Latrice and published by IGI Global. This book was released on 2023-04-25 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: Conclusively, resilience, education, financial inclusion, digital transformation, strategic partnerships, and particularly change management are needed when crises occur in order to save and advance organizational ecosystems and economies. Therefore, it is crucial to know about the ideation and processes of change management to improve companies’ negative circumstances. Change Management During Unprecedented Times examines organizational change management through the lenses of research and innovative practices contained within the fields of leadership and organizational change. The book enlightens communities through the efforts of a research perspective that amplifies practice-based potential in applying theory, models, and frameworks to real-time issues. Covering topics such as technology, ethics, entrepreneurship, and communication, this reference work is ideal for business owners, managers, researchers, scholars, academicians, practitioners, instructors, and students.

Suitability and application of selected tools of Strategic Management to Simulation Games (Global Management)

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Author :
Publisher : GRIN Verlag
ISBN 13 : 3346313131
Total Pages : 28 pages
Book Rating : 4.3/5 (463 download)

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Book Synopsis Suitability and application of selected tools of Strategic Management to Simulation Games (Global Management) by : Benjamin Wagner

Download or read book Suitability and application of selected tools of Strategic Management to Simulation Games (Global Management) written by Benjamin Wagner and published by GRIN Verlag. This book was released on 2020-12-14 with total page 28 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2020 in the subject Engineering - Industrial Engineering and Management, grade: 1,3, University of Applied Sciences Georg Agricola Bochum (Wissenschaftsbereich Elektro-/Informationstechnik und Wirtschaftsingenieurwesen), course: Simulation Game, language: English, abstract: This thesis deals with the necessary of using management tools within a business game. In the first descriptive part, it critically examines the common management tools mentioned in the literature. It is limited to the treatment of three tools: The Ansoff Matrix according to Harry Igor Ansoff, Porters Five Forces (industry structure analysis) and the Business Model Canvas according to Alexander Osterwalder and Yves Pigneur. In the following analysis, the work applies these tools practically to the fantasy company, „Xeltronics 1“. What does strategic management deal with? In the Anglo-American literature, management is used in two variants of meaning. On the one hand, management in the functional sense aims to describe the processes and functions, such as planning, organization, leadership and control, that are necessary in organizations based on the division of labor. Management in the institutional sense describes the people, who perform management tasks, their activities and their roles. There are the two main components of the strategy term are the time element and the reference object. According to their ethymological origin, the terms strategy and strategic are strongly associated with the term "longer-term". It is difficult to determine precisely when strategic management was established as an independent field of research. The year 1977 is mentioned as the "year of birth", for example, when a conference was held at the University of Pittsburgh in the USA, whose contributions were presented in 1979 by Schendel and Hofer under the title "Strategie Management. A New View of Business Policy and Planning". Behind the term "strategic management" is a management philosophy that expresses rethinking. Basically, the group is experiencing a similar phenomenon here as in the 1960s, when the term marketing also signalled the need to rethink after the original sellers' markets had turned into buyers' markets. Although there are many different ideas associated with the concept of strategic management, a common goal can be identified: Strategic management is able to control and guide the long-term evolution of the company. The role of the manager is important, but according to a study, almost 85% of the German population think that their salaries are high to high.

ECEL 2018 17th European Conference on e-Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764083
Total Pages : pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECEL 2018 17th European Conference on e-Learning by :

Download or read book ECEL 2018 17th European Conference on e-Learning written by and published by Academic Conferences and publishing limited. This book was released on 2018-11-01 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.

Learning to Change

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Publisher : SAGE Publications
ISBN 13 : 1452262896
Total Pages : 341 pages
Book Rating : 4.4/5 (522 download)

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Book Synopsis Learning to Change by : Léon de Caluwe

Download or read book Learning to Change written by Léon de Caluwe and published by SAGE Publications. This book was released on 2002-08-01 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A good balance between theory and practice . . . it definitely fills a void in the [lack of] texts in the area and the change literature in general . . . a good fit for my graduate class on 'Managing Organizational Change.'" —Anthony F. Buono, McCallum Graduate School of Business, Bentley College "Like Gareth Morgan's Images of Organization, this book is a superb blend of theory and practicality. It demystifies chaos and paradox, and it encourages the understanding of organizational dynamics from multiple perspectives. It is refreshing to read a book that presents diverse theories and interventions so even-handedly." —Andrea Markowitz, Ph.D., President, OB&D, Inc. Learning to Change: A Guide for Organizational Change Agents provides a comprehensive overview of organizational change theories and practices developed by both U.S. and European change theorists. The authors compare and contrast five fundamentally different ways of thinking about change: yellow print thinking, blue print thinking, red print thinking, green print thinking and white print thinking. They also discuss in detail the steps change agents take, such as diagnosis, change strategy, the intervention plan, and interventions. In addition, they explore the attributes of a successful change agent and provide advice for career and professional development. The book includes case studies that describe multiple approaches to organizational change issues. This book will appeal to both the practitioner and academic audiences. It can be used as a text in graduate courses in change management and will also be a useful reference for consultants and managers. Features: Discusses the abilities, attitudes, and styles of successful change agents Describes five fundamentally different ways of thinking about change Presents a state-of-the-art overview of change management insights, methods, and instruments Summarizes an extensive amount of organizational change literature Supplies readers with useful insights and courses of action that will allow them to design and implement change professionally Learning to Change became a bestseller upon its initial publication in the Netherlands. The color-model on change is very popular among thousands of managers and change consultants and presents a new approach to change processes and a new language for change.

Design and Use of Serious Games

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1402094965
Total Pages : 205 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis Design and Use of Serious Games by : Marja Helena Kankaanranta

Download or read book Design and Use of Serious Games written by Marja Helena Kankaanranta and published by Springer Science & Business Media. This book was released on 2008-12-25 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.