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This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which;
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This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for;
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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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This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and;
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, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian;
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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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areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.;
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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;
Vergelijkbare producten zoals Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
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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main issues: (a) explaining intercultural communication; (b) research on intercultural business communication; (c) the use of simulation and;
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This book is concerned with the educational aspects of gaming simulation procedures and their application to urban studies and to the;
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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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simulation by gaming, University of Chicago professors Hans B. Thorelli and Robert L. Graves present details on the development of The International;
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reveals how the negative stereotypes of gamers and gaming have trickled through mainstream thought through the years and still dominate science;
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to test writers and researchers. -Chapters on assessment through gaming and simulation which introduce newer topics in testing to;
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to test writers and researchers. -Chapters on assessment through gaming and simulation which introduce newer topics in testing to;
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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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This book constitutes the proceedings of the 9th International Workshop on Enterprise and Organizational Modeling and Simulation, EOMAS;
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Gaming: Organisatieverandering met spelsimulaties is bedoeld voor leidinggevenden, staffunctionarissen, veranderaars en adviseurs;
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. This book serves as a second course in simulation for graduate students in any of the above disciplines (most of Chapters 5 through 12). After;
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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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descriptions of the topics supplemented by online tests and exercises. Part II introduces role play and the online gaming and simulation environment;
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descriptions of the topics supplemented by online tests and exercises. Part II introduces role play and the online gaming and simulation environment;
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Modeling and simulation is a well-established branch in engineering which uses various numerical and computational models to compute and;
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technologies, are at the forefront of complex systems engineering research. The disciplines of cloud-based simulation and CPS engineering are evolving;
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systems through game paradigms. Invigorating and captivating, this resource stimulates the imagination while bridging concepts of gaming and;
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