Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

Published: 2011-04-12

Total Pages: 174

ISBN-13: 0309212669

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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.


Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2010-11-30

Total Pages: 2084

ISBN-13: 1609601963

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.


Simulation Games and Learning in Production Management

Simulation Games and Learning in Production Management

Author: Jens Ove Riis

Publisher: Springer Science & Business Media

Published: 1995-04-30

Total Pages: 234

ISBN-13: 9780412721007

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Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.


The Complete Guide to Simulations and Serious Games

The Complete Guide to Simulations and Serious Games

Author: Clark Aldrich

Publisher: John Wiley & Sons

Published: 2009-09-17

Total Pages: 578

ISBN-13: 0470506741

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"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.


Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society

Author: Toshiyuki Kaneda

Publisher: Springer

Published: 2016-08-02

Total Pages: 466

ISBN-13: 9811005753

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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.


Principles and Practices of Gaming-Simulation

Principles and Practices of Gaming-Simulation

Author: Cathy S. Greenblat

Publisher: SAGE Publications, Incorporated

Published: 1981

Total Pages: 294

ISBN-13:

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The authors' 1975 classic Gaming-Simulation has been revised and abridged for this edition. Three new chapters have been written: one on evaluation of games, one on their application in policy making, and the third on microcomputers in game design. It is a comprehensive, up-to-date guide on the multiple uses of gaming and simulation in the social sciences.


Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning

Author:

Publisher: BRILL

Published: 2018-11-26

Total Pages: 238

ISBN-13: 9004388826

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We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.