Neo-Simulation and Gaming Toward Active Learning
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 cuttin...
| Corporate Author: | |
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| Other Authors: | , , , , , , |
| Format: | Electronic eBook |
| Language: | English |
| Published: |
Singapore :
Springer Singapore : Imprint: Springer,
2019.
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| Edition: | 1st ed. 2019. |
| Series: | Translational Systems Sciences,
18 |
| Subjects: | |
| Online Access: | Full Text via HEAL-Link |
Table of Contents:
- Part 1. Various Applications of S&G
- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity
- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction
- Chapter 3. Hallucifear: Educational Game about Drug Addiction
- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care
- Chapter 5. A Simulation Game of Patient Transportation
- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport
- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid
- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table
- Part 2. S&G to Learn Business
- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements
- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills
- Chapter 11. Bis Augmented Reality in Finance Learning Games
- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game
- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities
- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks
- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector
- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game
- Part 3. S&G to Learn Environmental Issues
- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System
- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services
- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables
- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets
- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity
- Part 4. S&G in Disaster Management
- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education
- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation
- Chapter 24. A Study on Effect of "Information Mismatch" Simulation on Victims' Quality of Life and Sense of Place in the Post-Disaster Period
- Part 5. S&G with the Latest Technology
- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement
- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children
- Chapter 27. Virtual Reality for Active English Learning in the University Context
- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game
- Part 6. S&G to facilitate Consensus Building
- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management
- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer
- Chapter 31. A Study about the Changes of Participants' Impressions through a Brainstorming Group Work
- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge
- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People
- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area
- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building
- Part 7. S&G for Empowerment of Human Mind
- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan
- Chapter 37. Hooshmand - Intelligence and Emotion Entangled in a Simulation Game
- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students
- Chapter 39. City of Emotions - Case Studies for a Broader Scope of Intervention
- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project
- Part 8. NEO-Simulation Gaming toward Active Learning Era
- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL
- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator's Role as a Designer of Environments
- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles
- Chapter 44. Digital Versus Analogue Multi-Player Gaming: Comparing Learning Outcomes
- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model
- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company
- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving
- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students
- Chapter 49. What Business Simulations Teach: The Effect of Debriefing
- Chapter 50. Gaming Simulation Validation: Matching Participants' Worldviews with Their Decisions
- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy. .