Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
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Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr
Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr. High Research Experiences for Teachers (RET) 2010 Melissa Miller, Randall Reynolds Science Teacher Lynch Middle School/Math Teacher Gravette Junior High School Abstract The 2010 Summer RET program at the University of Arkansas provided an opportunity for two public school teachers to conduct further research in the area of using computer simulation games for instructional purposes as well as for the recruitment of potential industrial engineering students. Emphasis was placed on how industrial engineering concepts could be explored through the use of a simulation game that would provide a high interest classroom project based upon sound curriculum. The challenge for the project was to refine an academic competition involving a simulation-based video game relating to Industrial Engineering. The project was divided into 2 divisions, one for junior level students in grades 6 – 8 and one for senior level students in grades 9 – 12. Obviously, a major issue was designing the competitions with a proper level of difficulty for both age groups while keeping the subject matter relevant to meaningful engineering concepts and instructional frameworks. The competitions were intended to help students acquire fundamental problem solving capabilities as well as a basic understanding of some tools used in Industrial Engineering and logistics. This project was completed under the leadership of two mentoring professors: Dr. Richard Cassady and Dr. Ed Pohl, who provided guidance and also secured funding necessary to support the implementation of the competition by providing the necessary supplies through the support of Dr. -
Reporting Guidelines for Simulation-Based Research in Social Sciences
Reporting Guidelines for Simulation-based Research in Social Sciences Hazhir Rahmandad John D. Sterman Grado Department of Industrial and Sloan School of Management Systems Engineering Massachusetts Institute of Technology Virginia Tech [email protected] [email protected] Abstract Reproducibility of research is critical for the healthy growth and accumulation of reliable knowledge, and simulation-based research is no exception. However, studies show many simulation-based studies in the social sciences are not reproducible. Better standards for documenting simulation models and reporting results are needed to enhance the reproducibility of simulation-based research in the social sciences. We provide an initial set of Reporting Guidelines for Simulation-based Research (RGSR) in the social sciences, with a focus on common scenarios in system dynamics research. We discuss these guidelines separately for reporting models, reporting simulation experiments, and reporting optimization results. The guidelines are further divided into minimum and preferred requirements, distinguishing between factors that are indispensable for reproduction of research and those that enhance transparency. We also provide a few guidelines for improved visualization of research to reduce the costs of reproduction. Suggestions for enhancing the adoption of these guidelines are discussed at the end. Acknowledgments: We would like to thank Mohammad Jalali for providing excellent research assistance for this paper. We thank David Lane for his helpful suggestions. 1. Introduction and Motivation Reproducibility of research is central to the progress of science. Only when research results are independently reproducible can different research projects build on each other, verify the results reported by other researchers, and convince the public of the reliability of their results (Laine, Goodman et al. -
Serious Games, Debriefing, and Simulation/Gaming As a Discipline
41610.1177/104687811 0390784CrookallSimulation & Gaming © 2010 SAGE Publications Reprints and permission: http://www. sagepub.com/journalsPermissions.nav Editorial Simulation & Gaming 41(6) 898 –920 Serious Games, © 2010 SAGE Publications Reprints and permission: http://www. Debriefing, and sagepub.com/journalsPermissions.nav DOI: 10.1177/1046878110390784 Simulation/Gaming http://sg.sagepub.com as a Discipline David Crookall Abstract At the close of the 40th Anniversary Symposium of S&G, this editorial offers some thoughts on a few important themes related to simulation/gaming. These are develop- ment of the field, the notion of serious games, the importance of debriefing, the need for research, and the emergence of a discipline. I suggest that the serious gaming com- munity has much to offer the discipline of simulation/gaming and that debriefing is vital both for learning and for establishing simulation/gaming as a discipline. Keywords academic programs, acceptability, after action review, 40th anniversary, computers, debriefing, definitions, design, discipline, engagement, events, experiential learning, feedback, games, interdisciplinarity, journals, learning, periodicals, philosophy of simulation, practice, processing experience, professional associations, publication, research, review articles, scholarship, serious games, S&G, simulation, simulation/ gaming, terminology, theory, training The field of simulation/gaming is, to be sure, rather fuzzy, and sits uneasily in many areas. The 40th Anniversary Symposium was an opportunity -
Downgraden35.Pdf
Содержание ● Обложка 1 ● Содержание 2 ● От редактора 3 ТЕОРИЯDOWNGRADE ● Новости, события, комментарии (uav1606/eu6pc/Andrei88) 4 DOWNGRADE‐ЖЕЛЕЗО ● Советские игровые автоматы (Владимир Невзоров) 7 ● Обзор сканера Mustek Paragon 600 II N (Андрей Шаронов) 14 DOWNGRADE‐СОФТ ● Конкурент. Эволюция (Андрей Шаронов) 22 ● И снова кодировки (Андрей Шаронов) 33 ИНТЕРНЕТИСЕТИ ● Интернетвозможности «ДИСКо Командира»(Андрей Шаронов) 38 ● Обзор «жёлтых страниц Интернета» от «Народного достояния Рунета»(Илья Абрамов aka abrbus) 42 ● Переводчики «Сократ» в помощь интернетчику (А.Шаронов) 44 ● Сетевые баталии oldstyle (uav1606) 48 СТАРЫЕИГРЫ ● Retroid Pocket 2, или Windows 95 в кармане (В.Сурженко) 50 ● Симулятор Спилберга (Владимир Веселов) 66 ЮМОР и прочее ● Просто разный юмор 70 ● Над номером работали 73 От редактора Приветствую, уважаемые читатели. Итак, перед вами номер 35. Можно сказать, мини‐ юбилей. В целом выпуск получился неплохой, жаль только, что с интервью не вышло. Был кандидат, но вдруг перестал отвечать на пись‐ ма. Ну и объём номера маловат. Хотел бы обратить внимание читателей на две интересные статьи от новых авторов: «Советские игровые автоматы» от Владимира Невзорова (название -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Examining Female Gamers' Perceptions and Attitudes of Behaviors in the Gaming Community
Running head: FEMALE GAMERS AND SEXUAL HARASSMENT 1 Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community Michele Desirée Evanson Marietta College A Thesis Submitted to the Faculty of Marietta College Psychology Department In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Psychology May 2017 FEMALE GAMERS AND SEXUAL HARASSMENT 2 FEMALE GAMERS AND SEXUAL HARASSMENT 3 Abstract In recent years video games have grown into a mainstream pastime. The internet and use of social media have made it easier for gamers to interact, and have made communications open to the public. Recent public displays of harassment have led to discussions of sexism in gaming culture. Gaming is generally considered a male dominated culture, and previous research on the impact of video games on problematic behavior predominantly focused on males. We now know female gamers are a prominent demographic (ESA, 2015; Stuart, 2014), and since they are often the target of sexual harassment it is important to examine their perspective of these behaviors. This study surveyed female gamers in order to identify their general attitudes towards and perceptions of sexual harassment. Similarly to previous research, attitudes and perceptions of sexual harassment were negatively related; greater tolerance towards sexual harassment led to identifying fewer behaviors as sexual harassment. The hypothesis that participants who predominantly played Mature rated games would lead to more tolerant attitudes of sexual harassment was not upheld. Exploratory analysis found that the role-playing and sports genres were significantly related to general sexual harassment attitudes. Interest in the sports genre was positively related to tolerant attitudes of sexual harassment. -
Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Advances in Game-Based Learning Oostendorp · van Wouters Advances in Game-Based Learning Pieter Wouters · Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and Eds. Pieter Wouters effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the Herre van Oostendorp Editors respective technique into a particular game. Instructional 1 Learning and Motivation of Serious Games and Motivation Learning Facilitate to Techniques Instructional Techniques to Facilitate Learning and Motivation of Serious Games Education ISBN 978-3-319-39296-7 9 783319 392967 Advances in Game-Based Learning Series editor: Dirk Ifenthaler Scott JosephWarren Deniz Eseryel More information about this series at http://www.springer.com/series/13094 Pieter Wouters • Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games Editors Pieter Wouters Herre van Oostendorp Utrecht University Utrecht University Utretcht , The Netherlands Utrecht , The Netherlands Advances -
A Validation of a Game-Based Assessment for the Measurement of Vocational Interest
A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST A Thesis submitted to the faculty of San Francisco State University In partial fulfillment of the requirements for the Degree Master of Science In Psychology: Industrial/Organizational Psychology by Hope Elizabeth Wear San Francisco, California May 2018 Copyright by Hope Elizabeth Wear 2018 CERTIFICATION OF APPROVAL I certify that I have read A Validation of a Game-Based Assessment for the Measurement of Vocational Interest by Hope Elizabeth Wear, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Science in Psychology: Industrial/Organizational Psychology at San Francisco State University. Chris Wright, Ph.D. Professor A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST Hope Elizabeth Wear San Francisco, California 2018 Game-based assessments (GBAs) are a new type of technologically-based assessment tool which allow for traditional selection concepts to be measured from gameplay behaviors (e.g., completing levels by following game rules). GBAs use game elements to create an immersive environment which changes how assessments are traditionally measured but retains the psychometric properties within the game to assess a variety of knowledge, skills and abilities. In this study we examined the validity of a GBA for use as a measure of RIASEC vocational interests from Holland (1985). Participants played the GBA as well as completed traditional measures of RIASEC interests. We compared the scores from participants for congruence across the different measures using a multitrait-multimethod matrix (MTMM). -
Vbotz: a Pedagogical Cross-Disciplinary, Multi- Academic Level Manufacturing Corporate Simulation
Developments in Business Simulation and Experiential Learning, Volume 29, 2002 VBOTZ: A PEDAGOGICAL CROSS-DISCIPLINARY, MULTI- ACADEMIC LEVEL MANUFACTURING CORPORATE SIMULATION Kuvshinikov, Joseph Kent State University Ashtabula ABSTRACT their own discipline. Finally, students often fail to understand the language and needs of other disciplines. For VBOTZ is a pedagogical structured cross-disciplinary example, Accounting Technology students need to be able business simulation that sells a dynamic product. All to communicate with Engineering Technology students in concepts taught in participating disciplines are applied to order to work toward individual and shared goals. planning and operation of VBOTZ. Faculty serve as the Understanding the need to address these issues, School of board of directors and use the hands-on simulation to Technology faculty at Kent State University Ashtabula created enhance class content. Classes spend varying amounts of the cross-disciplinary virtual corporation simulation. their time in the classroom with their instructor and the remainder in VBOTZ meetings applying concepts learned. SYNOPSIS OF CORPORATE SIMULATION This virtual classroom is designed to employ students from all disciplines needed to create a real business, and to The cross-disciplinary virtual corporate simulation (VBOTZ) progress students up the corporate ladder at a pace that is a structured time-lined manufacturing simulation that sells parallels their curriculum. robotic teaching aids to other schools and institutions. Students enrolled in Accounting, Business Management, INTRODUCTION: Computer, Electrical, or Mechanical Technologies at the Ashtabula Campus are involved in creating and operating the THEORETICAL GROUNDING AND simulated business. All concepts currently taught in RELEVANT CONSTRUCTS respective discipline classes are applied to strategic planning and day-to-day operation of the corporation. -
Roadmap on Serious Games in Companies On
Roadmap on Serious Games in Companies Version -1.0_10/09/2014 Page 1 of 33 Table of Contents 1 INTRODUCTION ............................................................................................................................................3 1.1 Corporate SGs SoA overview................................................................................................................4 1.2 Basic classification of corporate SGs ....................................................................................................6 1.3 Game type/technology:........................................................................................................................7 2 SGs in companies – Roadmap Topics ...........................................................................................................8 2.1 Topic 1: Corporate SG Applications......................................................................................................9 2.1.1 State of the Art ...........................................................................................................................9 2.1.2 Vision and Gap ......................................................................................................................... 11 2.1.3 Research Challenges ................................................................................................................ 12 2.2 Topic 2: Evidence of SG Outcomes in Companies ............................................................................. 14 2.2.1 State of the Art -
Review Article an Overview of Serious Games
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy.