The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook

Author: Danny Saunders

Publisher: Routledge

Published: 2012-10-12

Total Pages: 269

ISBN-13: 1136361715

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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.


International Simulation and Gaming Yearbook

International Simulation and Gaming Yearbook

Author: Peter Saunders

Publisher: Routledge

Published: 2014-03-18

Total Pages: 318

ISBN-13: 113536589X

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This text brings together topical contributions from figures in the field of games and simulations, representing the current international thinking and best practice.


International Simulation and Gaming Research Yearbook

International Simulation and Gaming Research Yearbook

Author: Tony Powell

Publisher: Routledge

Published: 2013-10-11

Total Pages: 245

ISBN-13: 1135369461

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The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues. The work brings together topical contributions from international figures in the field of games and simulations.


The Simulation and Gaming Yearbook 1993

The Simulation and Gaming Yearbook 1993

Author: Fred Percival

Publisher: Kogan Page Limited

Published: 1993

Total Pages: 318

ISBN-13: 9780749408954

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This annual reference work examines aspects of the development and use of simulations, games and other active learning experiences. It deals with the issue of transferring skills developed through simulation and gaming from the learning environment to the real world.


Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations

Author: National Research Council

Publisher: National Academies Press

Published: 2011-05-12

Total Pages: 174

ISBN-13: 0309185238

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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.