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Textbook on the theoretics, design and applications of gaming-simulation in the social sciences - covers contemporary problems of learning and communication, simulation techniques and model-building, the use of simulation as a teaching method, decision making applications, etc. Bibliography pp. 420 to 431, diagrams, flow charts and references.
"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.
James S. Coleman was one of a distinguished generation of sociology students who passed through the Columbia Sociology Department in the 1940s and `50s. This book critically debates his work and his contribution to society and the social sciences more generally. It consists of 18 major papers by 20 authors from six countries on a range of themes. The volume is framed by an extended editorial introduction reflecting on the five- year exchange of correspondence between James Coleman and the editor, together with two of Coleman's own works.
45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.
This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
This book is written for teacher educators who are looking for strategies to teach a foreign or second language in a more meaningful way whilst applying active methodologies to develop critical thinking skills. The book is designed to guide the readers through a series of simulations that provide challenging learning opportunities, similar to the ones experienced in real life, whereby each simulation is designed to support participants’ language and critical thinking skills and their abilities as future teachers. The book first introduces the concept of simulations in education. Then it provides examples of fully developed simulations and instructions for their implementation, a template for the readers to create their own simulations, as well as suggestions for peer classroom observation and professional development. Finally, three case studies exploring student learning through simulations are presented. This book is a useful teaching resource for teacher instructors, English as a Second Language/English as a Foreign Language students, secondary school teachers and for language institutions.
For teachers in higher education who haven’t been able to catch up with developments in teaching and learning, James Davis and Bridget Arend offer an introduction that focuses on seven coherent and proven evidence-based strategies. The underlying rationale is to provide a framework to match teaching goals to distinct ways of learning, based on well-established theories of learning. The authors present approaches that readers can readily and safely experiment with to achieve desired learning outcomes, and build confidence in changing their methods of teaching.Research on learning clearly demonstrates that learning is not one thing, but many. The learning associated with developing a skill is different from the learning associated with understanding and remembering information, which in turn is different from thinking critically and creatively, solving problems, making decisions, or change paradigms in the light of evidence. Differing outcomes involve different ways of learning and teaching strategies.The authors provide the reader with a conceptual approach for selecting appropriate teaching strategies for different types of content, and for achieving specific learning objectives. They demonstrate through examples how a focused and purposeful selection of activities improves student performance, and in the process makes for a more effective and satisfying teaching experience.The core of the book presents a chapter on each of the seven ways of learning. Each chapter offers a full description of the process, illustrates its application with examples from different academic fields and types of institutions, clearly describes the teacher’s facilitation role, and covers assessment and online use.The seven ways of learning are: Behavioral Learning; Cognitive Learning; Learning through Inquiry; Learning with Mental Models; Learning through Groups and Teams; Learning through Virtual Realities; and Experiential Learning.Along the way, the authors provide the reader with a basis for evaluating other approaches to teaching and other learning methodologies so that she or he can confidently go beyond the “seven ways” to adapt or adopt further strategies. This is the ideal companion for teachers who are beginning to explore new ways of teaching, and want to do some serious independent thinking about learning. The book can also be used to prepare graduate students for teaching, and will be welcomed by centers for teaching and learning to help continuing faculty re-examine a particular aspect of their teaching.
The ISAGA 50th Anniversary Conference proceedings is a collection of 76 accepted submissions. The proposed papers and posters are very diversified and have backgrounds in many areas, yet they come together in the simulation and gaming. We had 12 tracks for papers, a poster submission track, workshops track, and thematic sessions proposals track. The 50th anniversary track will allow us to look back at our heritage. The core tracks with the biggest number of submissions are the simulation and gaming track and game science theory track. For the first time, we also had tracks for gaming technology, AR/VR, e-sport science and gaming cultures, we have received many interesting and quality submissions, which will add new perspective and diversity to our field. ISAGA wants to stay relevant and up-to-date with the current problems; thus the tracks for S&G for logistics and smart infrastructure, gaming for individual efficacy and performance and gaming for sustainable development goals. We have also received ten poster submissions with very interesting topics.
This book presents a social-psychology model delineating the factors that may influence in an altruistic manner sustainable behaviour (SB) of students, faculty and administrators in four higher education institutions (HEI) with very different economic and social characteristics. It presents the areas where these individuals work (education and community management), and in which of them education for sustainability is promoted, focusing on four alternative methods of learning: play, art, group therapy, and personnel management. The book is intended for bachelors and graduated students, as well as researchers in social psychology, environmental psychology, conservation psychology, environmental education, education for sustainable development, cross-cultural psychology, and social sciences.
Already the market leader in the field, Modelling Transport has become still more indispensible following a thorough and detailed update. Enhancements include two entirely new chapters on modelling for private sector projects and on activity-based modelling; a new section on dynamic assignment and micro-simulation; and sizeable updates to sections on disaggregate modelling and stated preference design and analysis. It also tackles topical issues such as valuation of externalities and the role of GPS in travel time surveys. Providing unrivalled depth and breadth of coverage, each topic is approached as a modelling exercise with discussion of the roles of theory, data, model specification, estimation, validation and application. The authors present the state of the art and its practical application in a pedagogic manner, easily understandable to both students and practitioners. Follows on from the highly successful third edition universally acknowledged as the leading text on transport modelling techniques and applications Includes two new chapters on modelling for private sector projects and activity based modeling, and numerous updates to existing chapters Incorporates treatment of recent issues and concerns like risk analysis and the dynamic interaction between land use and transport Provides comprehensive and rigorous information and guidance, enabling readers to make practical use of every available technique Relates the topics to new external factors and technologies such as global warming, valuation of externalities and global positioning systems (GPS).