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Lobuts, John, Jr. – Simulation & Gaming, 2011
This autobiography is an attempt to write and share the author's personal story, first as a learner, then as a teacher. It also attempts to share the educational gifts initially bestowed and then passed on from one generation to the next. The writer will talk about how games and simulations were first inherited and learned, then employed in…
Descriptors: Play, Literature Appreciation, Autobiographies, Computer Simulation
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van Ments, Morry – Simulation & Gaming, 2011
The article begins with an abbreviated CV of the author and then recounts the formation of Society for the Advancement of Games and Simulation in Education and Training (SAGSET) and the early days of simulation and gaming in the United Kingdom. Four strands of elements of development are described together with the key events of the 1970s and…
Descriptors: Foreign Countries, Games, Computer Simulation, Training
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Kikkawa, Toshiko; Crookall, David – Simulation & Gaming, 2011
This issue of S&G is devoted to people--to the gamers who have made and are making the exciting discipline of simulation gaming possible. All disciplines that hope for a bright future must record their origins and development. This is particularity the case for a field as fuzzy and interdisciplinary as simulation/gaming. The symposium dedicated to…
Descriptors: Conferences (Gatherings), Autobiographies, Simulation, Computer Simulation
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Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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Kopainsky, Birgit; Pedercini, Matteo; Davidsen, Pal I.; Alessi, Stephen M. – Simulation & Gaming, 2010
Simulation models provide decision support to long-term planning processes. The Bergen Learning Environment for National Development (BLEND) is a game based on a simplified version of Millennium Institute's Threshold 21 model (T21) that sensitizes policy makers in sub-Saharan African nations to the need for simulation-based decision support. The…
Descriptors: Behavior Patterns, Academic Achievement, Models, Computer Simulation
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Peterson, Mark – Simulation & Gaming, 2010
This article explores research on the use of computerized games and simulations in language education. The author examined the psycholinguistic and sociocultural constructs proposed as a basis for the use of games and simulations in computer-assisted language learning. Research in this area is expanding rapidly. However, to date, few studies have…
Descriptors: Computer Assisted Instruction, Educational Technology, Games, Psycholinguistics
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Tsuchiya, Shigehisa – Simulation & Gaming, 2011
The author's personal journey regarding simulation and gaming started about 25 years ago when he happened to realize how powerful computerized simulation could be for organizational change. The metaphors created by computerized simulation enabled him to transform a stagnant university into a high-performance organization. Through extensive…
Descriptors: Foreign Countries, Organizational Change, Organizational Development, Games
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Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael – Simulation & Gaming, 2010
In this article, the authors report on the construction and evaluation of a game-based driving simulator using a real car as a joystick. The simulator is constructed from off-the-shelf hardware and the simulation runs on open-source software. The feasibility of the simulator as a learning tool has been experimentally evaluated. Results are…
Descriptors: Traffic Safety, Motor Vehicles, Computer Assisted Instruction, Computer Simulation
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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
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Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai – Simulation & Gaming, 2009
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Descriptors: Artificial Intelligence, Games, Video Technology, Technological Advancement
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Mayer, Igor S. – Simulation & Gaming, 2009
This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…
Descriptors: Policy Analysis, Public Policy, Simulation, Computer Simulation
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Price, Colin B. – Simulation & Gaming, 2008
Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…
Descriptors: Physics, Computers, Games, Science Education
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Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin – Simulation & Gaming, 2006
Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…
Descriptors: Computer Simulation, Biochemistry, Foreign Countries, High Schools
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Feeley, Thomas H.; Tutzauer, Frank; Young, Melissa J.; Rosenfeld, Heather L. – Simulation & Gaming, 1997
The Prisoner's Dilemma (PD) game demonstrates how cooperative or competitive choices influence decision making between two people or groups. A study of 48 college students tested an infinite-choice, continuous-time version of the PD. Results indicated that oscillatory cooperation was the predominant over-time behavior, that players matched…
Descriptors: Behavior, Competition, Computer Simulation, Cooperation
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Schilling, Martin S.; Mulford, Matthew A.; Geiger, Ingmar R. – Simulation & Gaming, 2006
In this article, the authors introduce a new feature to model the collective bargaining process: a two-level game setting with direct learner-expert interaction. In the simulation ZUG UM ZUG 2015, participants form union and management negotiation teams to negotiate with each other (first level) and with a management or union "tariff…
Descriptors: Foreign Countries, Collective Bargaining, Unions, Contracts
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