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The organisation of transactions : studying supply networks using gaming simulation
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ISBN: 908686659X 9086861024 Year: 2009 Publisher: Wageningen, The Netherlands : Wageningen Academic Publishers,

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Simulation games : an approach to learning
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ISBN: 0839600194 Year: 1973 Publisher: Worthington Jones

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La simulación como estrategia educativa
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ISBN: 8413774462 9788413774466 9788413773681 8413773687 Year: 2021 Publisher: Madrid

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Agricultural pricing policy in Eastern Africa : a macroeconomic simulation for Kenya, Malawi, Tanzania, and Zambia
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ISBN: 1280006676 9786610006670 0585228655 Year: 1993 Publisher: Washington, D.C. : World Bank,

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A simulation and gaming architecture for manufacturing research, testing and traning
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Year: 2005 Publisher: [Gaithersburg, MD] : U.S. Dept. of Commerce, National Institute of Standards and Technology,

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Conflict resolution in the Middle East : simulating a diplomatic negotiation between Israel and Syria
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ISBN: 1878379194 Year: 1992 Publisher: Washington (D.C.) : United States institute of peace,

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The effective use of role-play : a handbook for teachers and trainers.
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ISBN: 0893971669 Year: 1987 Publisher: London Kogan Page

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The design and use of simulation computer games in education
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ISBN: 1281104612 9786611104610 908790312X Year: 2007 Publisher: Rotterdam ; Taipei : Sense Publishers,

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A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia. Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing.


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Short sims : a game changer
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ISBN: 1003018645 1003018645 1000036359 Year: 2020 Publisher: Boca Raton, Florida ; London ; New York, New York : CRC Press,

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The Literacies of the Esports Ecosystem
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ISBN: 9789004689770 Year: 2024 Publisher: Leiden, The Netherlands : Koninklijke Brill NV,

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"Esports is a global phenomenon that has attracted the attention of multiple interested parties-from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call. Contributors are: Anthony Betrus, Andrew Cochran, Luis Cortez, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney"--

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