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The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues;
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The eighth volume in the Simulation and Gaming Research Yearbook series brings together topical and authoritative contributions from;
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; simulation games for current challenges; simulation games and gamification; and board perspective on simulation gaming.;
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international business planning world. Through research presented on the effectiveness of international business operations and management;
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and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation;
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Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different;
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Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different;
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, and feedback, and it discusses the use of simulation for different purposes, including education, crisis resource management and;
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/>This book examines the possible contributions of gaming-simulation methods for research, learning and intervention in a world;
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recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many;
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Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise;
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Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise;
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requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best;
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requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best;
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This book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative;
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This book constitutes the refereed proceedings of the Second International Conference on Information Systems for Crisis Response and;
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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys;
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and apply home grown technologies to foreign situations, Business Simulations, Games and Experiential Learning in International Business;
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and apply home grown technologies to foreign situations, Business Simulations, Games and Experiential Learning in International Business;
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Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements;
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Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using;
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Clinical Examinations (OSCES) for graduate nursing programs and the use of virtual simulations and gaming to engage students. In Clinical;
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interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming;
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interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming;
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a wide range of fielded simulations, games, and entertainment, including the methods and tools employed for designing, developing, deploying;
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design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you;
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environments such as multimedia and graphic simulations, is a first step. This in turn allows for the development of games, i.e. challenging settings;
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