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Titlebook: Neo-Simulation and Gaming Toward Active Learning; Ryoju Hamada,Songsri Soranastaporn,Vinod Dumblekar Book 2019 Springer Nature Singapore P

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發(fā)表于 2025-3-21 19:50:50 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Neo-Simulation and Gaming Toward Active Learning
編輯Ryoju Hamada,Songsri Soranastaporn,Vinod Dumblekar
視頻videohttp://file.papertrans.cn/663/662519/662519.mp4
概述Provides an understanding of the state-of-the-art of the simulation and gaming research field already widely diffused and diversified in our networked society.Familiarizes readers with examples of sim
叢書名稱Translational Systems Sciences
圖書封面Titlebook: Neo-Simulation and Gaming Toward Active Learning;  Ryoju Hamada,Songsri Soranastaporn,Vinod Dumblekar Book 2019 Springer Nature Singapore P
描述.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, whichhave 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..
出版日期Book 2019
關(guān)鍵詞Simulation and Gaming; Policy Exercise; Social Science; Cross-Disciplinary; Translational System Science
版次1
doihttps://doi.org/10.1007/978-981-13-8039-6
isbn_softcover978-981-13-8041-9
isbn_ebook978-981-13-8039-6Series ISSN 2197-8832 Series E-ISSN 2197-8840
issn_series 2197-8832
copyrightSpringer Nature Singapore Pte Ltd. 2019
The information of publication is updating

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Ryoju Hamada,Songsri Soranastaporn,Vinod DumblekarProvides an understanding of the state-of-the-art of the simulation and gaming research field already widely diffused and diversified in our networked society.Familiarizes readers with examples of sim
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3D Periodic-Sugoroku Game for Active Learning of the Periodic Tableents. In this study, we propose a NEO Game of . involving a 3D periodic chart (i.e., .) for use as an educational tool. . is a Japanese board game similar to . or .. Using this proposed tool, students can actively learn the periodic chart while enjoying a . game.
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Augmented Reality in Finance Learning Games at capital allocation in the process of operating profit generation. The scenario of the business to analyze depends on the player’s location at that moment. In each scenario, the player has to make 15 decisions about the most important aspects of the business.
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發(fā)表于 2025-3-23 01:41:10 | 只看該作者
A Simulation Game for Anticipatory Scheduling of Synchromodal Transporty plan the containers or use advanced decision support. The game includes a leaderboard such that players can compete against each other. We discuss how active learning by means of the game facilitates the adoption of an anticipatory perspective when scheduling synchromodal transport operations.
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