Overview
- Provides an understanding of the state-of-the-art of the simulation and gaming research field already widely diffused and diversified in our networked society
- Familiarizes readers with examples of simulation and state-of-the-art gaming, which have widespread applications in education, social problem solving, and experimental research
- Furnishes insight into handling simulation and gaming from clinical theory to problems faced by an individual
Part of the book series: Translational Systems Sciences (TSS, volume 18)
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About this book
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 cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9–13 July 2018. The importance of changing teachers’ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, whichhave still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.
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Keywords
Table of contents (51 chapters)
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Various Applications of S&G
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S&G to Learn Business
Editors and Affiliations
About the editors
Songsri Soranastaporn, Mahidol University, Faculty of Liberal Arts.
Hidehiko Kanegae, Ristumeikan University, Graduate School of Policy Science.
Pongchai Dumrongrojwatthana, Chulalongkong University, Faculty of Science.
Settachai Chaisanit, SPUC, School of Information Technology.
Paola Rizzi, University of L’Aquila.
Bibliographic Information
Book Title: Neo-Simulation and Gaming Toward Active Learning
Editors: Ryoju Hamada, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, Paola Rizzi, Vinod Dumblekar
Series Title: Translational Systems Sciences
DOI: https://doi.org/10.1007/978-981-13-8039-6
Publisher: Springer Singapore
eBook Packages: Economics and Finance, Economics and Finance (R0)
Copyright Information: Springer Nature Singapore Pte Ltd. 2019
Hardcover ISBN: 978-981-13-8038-9Published: 18 October 2019
Softcover ISBN: 978-981-13-8041-9Published: 18 October 2020
eBook ISBN: 978-981-13-8039-6Published: 08 October 2019
Series ISSN: 2197-8832
Series E-ISSN: 2197-8840
Edition Number: 1
Number of Pages: XX, 560
Number of Illustrations: 67 b/w illustrations, 90 illustrations in colour
Topics: Social Policy, Heterodox Economics, Educational Technology, Computers and Education, Technology and Digital Education