Neo-simulation and gaming toward active learning / Ryoju Hamada, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, Paola Rizzi, Vinod Dumblekar, editors.
This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cuttin...
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Other Authors: | , , , , , , |
Format: | eBook |
Language: | English |
Published: |
Singapore :
Springer,
2019.
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Series: | Translational systems sciences ;
v.18. |
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Table of Contents:
- Intro; Preface; Guide to 50 Papers: Toolbox of S/Gs and ALs; Part I: Various Applications of S Part II: S/G to Learn Business; Part III: S/G to Raise Consciousness for the Environment; Part IV: S/G to Understand Disaster Management; Part V: S/G with the Latest Technology; Part VI: S/G for Consensus Building and Knowledge Management; Part VII: S/G for Consensus Building and Knowledge Management; Part VIII: Neo S/G; Forecasting the New Era of S/G and AL; Contents; About the Editors; Part I: Various Applications of S Introducing Arrival City Game for Neighborhood Diversity.
- 1 Gaming Simulation as a Tool to Promote Immigrant Integration Introduction2 Game Design and Mechanism; 3 Effect of the Game on Resident Perception; 4 Discussion and Final Remark; References; Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction; 1 Introduction; 2 Data Collection; 3 Baseline Model; 4 Human Computation Game; 4.1 Purpose; 4.2 Game Design; 4.3 Experiments; 5 Enhanced Baseline Model; 6 Result Analysis; 7 Limitations; 8 Conclusions; References; HalluciFear: Educational Game About Drug Addiction; 1 Introduction; 2 Literature Review; 2.1 LSD.
- 2.2 Common Fear2.3 Game Designing Theory; 2.3.1 Mechanics; 2.3.2 Aesthetics; 2.3.3 Story; 2.3.4 Technology; 3 Game Implementation; 4 Result of Game Development; 4.1 Start Menu; 4.2 Character Control System; 4.3 Twirl System; 4.4 Game Artificial Intelligence System; 4.5 The Game Sound Effect and Background Music; 4.6 The User Interface Used in the Game; 4.7 Jump Scare; 5 Game Evaluation; 5.1 Evaluation by Experts; 5.2 Evaluation by a Former Drug Addict; 5.3 Evaluation by User Satisfaction Survey; 6 Conclusion; References.
- A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care1 Introduction; 2 Purpose; 3 Background; 3.1 Historical Perspective of the Needs for IT in Healthcare; 3.2 Healthcare Information Sources and Standards; 3.2.1 Health Informatics Standards for Interoperability; 3.2.2 Medical Lexicon; 3.2.3 DICOM; 3.3 Creating Patient Data Warehouse for Medical Presentations; 3.4 User Interface in Medical Applications; 3.5 Overworked Healthcare Professionals; 3.6 Examination Rooms; 4 AR, VR, Gaming, and Simulation in Healthcare; 4.1 Target Area.
- 5 Applying the Technologies to Outpatient Care Setting6 Conclusion and Future Work; References; A Simulation Game of Patient Transportation; 1 Introduction; 2 Theorizing Simulation Game; 3 Simulation Game Design; 3.1 Physical Simulation; 3.1.1 Decentralized Service System Topology; 3.1.2 Autonomous Agents; 3.1.3 Objective-Oriented Behaviors; 3.2 Command and Control; 3.2.1 Ambulance Dispatcher; 3.2.2 Ambulance Station Manager; 3.2.3 Hospital Logistics Manager; 4 Use Case Example; 5 Discussion; 6 Conclusions; References; A Simulation Game for Anticipatory Scheduling of Synchromodal Transport.