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The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are translated into simulations. Finally, the last section develops four examples that walk you through the process from model to finished and functional simulation, all of which are created using freely available software and all of which can be downloaded. Targets anyone interested in learning about the inner workings of a simulation or game, but may not necessarily be a programmer or scientist Offers technical details on what simulations are and how they are built without overwhelming you with intricate jargon Breaks down simulation vs. modeling and traditional vs. computer simulations Examines verification and validation and discusses simulation tools Whether you need to learn how simulations work or it's something you've always been curious about but couldn't find the right resource, look no further. The Guide to Computer Simulations and Games is the ideal book for getting a solid understanding of this fascinating subject.
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.
"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.
"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.
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education--one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It's very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results--providing impact across industry and academia. Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing.
Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they need to successfully select and implement computer simulations, serious digital games, and/or gamification elements.
The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!
Computer simulation, a powerful technological tool and research-proven pedagogical technique, holds great potential to enhance and transform teaching and learning in education and is therefore a viable tool to engage students in deep learning and higher-order thinking. With the advancement of simulation technology (e.g., virtual reality, artificial intelligence, machine learning) and the expanded disciplines where computer simulation is being used (e.g., data science, cyber security), computer simulation is playing an increasingly significant role in leading the digital transformation in K-12 schools and higher education institutions, as well as training and professional development in corporations, government, and the military. Teaching, Learning, and Leading With Computer Simulations is an important compilation of research that examines the recent advancement of simulation technology and explores innovative ways to utilize advanced simulation programs for the enhancement of teaching and learning outcomes. Highlighting a range of topics such as pedagogy, immersive learning, and social sciences, this book is essential for educators, higher education institutions, deans, curriculum designers, school administrators, principals, IT specialists, academicians, researchers, policymakers, and students.