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Preface; Contents; Contributors; Part I: History, Theory and Methodology; The Origins of Board Games and Ancient Game Boards; 1 The Origin of Play; 2 Other Routes to Play; 3 The Invention of Board Games; 4 The Oldest Game Board?; 5 Ancient Board Games; 6 The Development of Ancient Game Boards; 7 The Rise and Fall of Board Games; 8 Conclusion; References; Bending Time: Using Simulation to Warp Perceptions of Time for Learning Purposes; 1 Introduction; 2 What Is `Time?́; 3 What Are Some of the Roles of `Time ́in Simulation?; 4 How Does the `Paradox of Time ́Work in Simulation?

4.1 Deluge: Time and Space Displaced4.2 XB: Allowing for the Time Lag; 4.3 Riftraft: Bending Time to Generate Insights; 4.4 Riddles: Where in Time Was He?; 4.5 Furnishing Your Home: Changing Roles and Adjusting Thinking; 5 Conclusions; References; Eat the Cabbage, Kill the Wolf: When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decisio ... ; 1 Introduction; 2 Knowledge and Metaknowledge; 2.1 Learning and Gaming Simulation; 3 Play a Game as a Metaphor: The Case of Goats and Cabbages; 3.1 The Game; 3.2 When and How to Use It.

3.3 Some Cases of Goats and Cabbages3.4 Other Examples: ``Crocodiles;́́ 4 Conclusion; References; Live-Action Role-Play or the Performance of Realities; 1 Introduction; 1.1 Basics: What Is Larp?; 1.2 Nordic Larp; 1.3 ``Staying Alive;́́ 2 Larp Operations; 3 ``Academic ́́Larps; 4 Larp Does Realities; 5 Debriefing ``Staying Alive;́́ References; Participants ́Perceptions of Gaming Simulation; 1 Introduction; 2 Course Outline with Gaming Simulation; 3 Questionnaire with Semantic Differential Method; 4 Questionnaire Results; 5 Results of Factor Analyses; 6 Discussion; References.

Ecological Psychology: A Framework for Wargame Design1 Introduction; 2 Theoretical Approaches to Wargame Design; 3 The Knowledge Domain: Military Tactics; 4 Ecological Psychology and the Concept of Affordances; 5 Tactics Seen Through the Lens of Ecological Psychology; 6 Implications for Wargame Design; 7 Conclusions; 8 Discussion; References; Part II: Classroom Fields; Understanding and Changing Systems Through Hybrid Simulation Game Design Methods in Educational Contexts; 1 Gaming Simulation for Understanding and Changing Systems; 2 Methodology of Gaming Simulation.

3 Gaming Simulation and Learning4 Case Study: FHV University Curriculum on Systems Management Through Hybrid Gaming Simulation Design; 5 Conclusion; References; Simulation and Gaming in Virtual Language Learning Literacy; 1 Simulation and Gaming in Virtual Language Learning Literacy; 2 Participants and Materials; 3 Methodology; 4 Results and Discussion; 4.1 Descriptive Analysis; 4.2 Qualitative Analysis; 4.2.1 Games and Simulations for Virtual Teaching of a Foreign Language; 4.2.2 Virtual Debriefing in Virtual Teaching; 5 Conclusion; References.

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