TY - BOOK ID - 49153586 TI - Neo-Simulation and Gaming Toward Active Learning AU - Hamada, Ryoju. AU - Soranastaporn, Songsri. AU - Kanegae, Hidehiko. AU - Dumrongrojwatthana, Pongchai. AU - Chaisanit, Settachai. AU - Rizzi, Paola. AU - Dumblekar, Vinod. PY - 2019 SN - 9811380392 9811380384 PB - Singapore : Springer Singapore : Imprint: Springer, DB - UniCat KW - Simulation games KW - Games of status KW - Gaming simulations KW - Mixed games (Simulation games) KW - Sim games KW - Status, Games of KW - Game theory KW - Simulation methods KW - Social policy. KW - Schools of economics. KW - Educational technology. KW - Education—Data processing. KW - Social Policy. KW - Heterodox Economics. KW - Educational Technology. KW - Computers and Education. KW - Technology and Digital Education. KW - Instructional technology KW - Technology in education KW - Technology KW - Educational innovations KW - Instructional systems KW - Teaching KW - Economics schools of thought KW - Schools of economic thought KW - Economics KW - National planning KW - State planning KW - Economic policy KW - Family policy KW - Social history KW - Aids and devices UR - https://www.unicat.be/uniCat?func=search&query=sysid:49153586 AB - 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. . ER -