Simulation and gaming in the network...
Kaneda, Toshiyuki.

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  • Simulation and gaming in the network society
  • 紀錄類型: 書目-電子資源 : Monograph/item
    正題名/作者: Simulation and gaming in the network society/ edited by Toshiyuki Kaneda ... [et al.].
    其他作者: Kaneda, Toshiyuki.
    出版者: Singapore :Springer Singapore : : 2016.,
    面頁冊數: xvi, 474 p. :ill., digital ;24 cm.
    內容註: Part I: History, Theory and Methodology -- 1. The Origins of Board Games and Ancient Game Boards -- 2. Bending Time - Using Simulation to Warp Perceptions of Time For Learning Purposes -- 3. Eat the Cabbage, Kill the Wolf. When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision Making Processes -- 4. Live-Action Roleplay; or the Performance of Realities -- 5. Participants' Perceptions of Gaming Simulation -- 6. Ecological Psychology - A Framework for Wargame Design -- Part II: Classroom Fields -- 8. Simulation and Gaming in Virtual Language Learning Literacy -- 9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies -- 10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-based Learning in Mathematics -- 11. Understanding the History of International Politics- A Retrospective and Repeated Type of Gaming and Simulation in the Classroom -- 12. Gamification in Education: "American Dream" Game -- Part III: Business Fields -- 13.Japanese CreativeServices and Its Competitive , Value Co-operation Process -- 14. Implementaion Model for the Gamification of Business Processes: A Study from the Field of Material Handling -- 15. ColPMan: A Serious Game for Practicing Collaborative Production Management -- 16. Massively Multiplayer Online Games as Information Systems Implications for Organizational Learning -- 17. An Experiment: An International Comparison of the Decision- Making Process Using a Business Game -- 18. Experiential Artefact for Cross- Cultural Learning in Business Games: First Results -- Part IV: Policy and Planning Fields -- 19. Urban Planning Games and Simulations: From Board Games to Artificial Environments -- 20. Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management -- 21. Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes -- 22. A Feasbility Study of Land Readjustment Projects in Afganistan by Developing and Applying Gaming Simulation -- 23. Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake -- 24. A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake -- Part V: Emerging Research Fields -- 25. Environmental Education by Playing an Industrial Waste Game: A Comparison between Chinese, Korean, and Japanese University Students -- 26. Even Unreliable Information Disclosure Makes People Cooperate in A Social Dilemma: Development of the "Industrial Waste Illegal Dumping game" -- 27. Cormas, an Agent-Basedsimulation Platform for Coupling Human Decisions with Computerized Dynamics -- 28. The Fab Safe Game Preparing Fab Labs and Maker Spaces for Occupational Health and Safety -- 29. Knowledge Brokers in Action: A Game Based Approach for Strengthening Evidence- Based Policies -- 30. Simulation of an Organization as a Complex System: Agent - Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management.
    Contained By: Springer eBooks
    標題: Simulation games in education -
    電子資源: http://dx.doi.org/10.1007/978-981-10-0575-6
    ISBN: 9789811005756
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W9285664 電子資源 11.線上閱覽_V 電子書 EB LB1029.S53 S56 2016 一般使用(Normal) 在架 0
  • 1 筆 • 頁數 1 •
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