Letteratura scientifica selezionata sul tema "Simulation games"

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Articoli di riviste sul tema "Simulation games"

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Holmberg, Robert, Niklas Karlsson, and Alexander Styhre. "Rethinking Production Games." Concepts and Transformation 3, no. 3 (1998): 271–82. http://dx.doi.org/10.1075/cat.3.3.06hol.

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Within the discourse on contemporary, post-Taylorist working life, production games and simulations are widely accepted as tools to facilitate learning and communication in organizations. We suggest that research programs dealing with production games can be seen as lying between two typical positions. Insiders — any significant group that proposes that simulations are useful — argue that they are fair representations of work practices, and that they hold specific qualities. Outsiders — researchers seeking to understand how simulations work in action — reject these kinds of 3.. priori statemen
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Möring, Sebastian. "The Metaphor-Simulation Paradox in the Study of Computer Games." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (2013): 48–74. http://dx.doi.org/10.4018/ijgcms.2013100103.

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This article discusses the metaphor-simulation paradox in the study of computer games. It is derived from three observations. Firstly, often when authors use the concept of metaphor with regard to games they use it in conceptual and textual vicinity to the concept of simulation. Secondly, the concept of metaphor is often applied to signify seemingly abstract games in opposition to mimetic simulations. Both observations can be made within an artgame discourse of the study of computer games as well as within the more general discourse of the study of computer games. Thirdly, however, the definit
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Danilovic, Mirceta. "Possibilities and importance of using computer games and simulations in educational process." Zbornik Instituta za pedagoska istrazivanja, no. 35 (2003): 180–92. http://dx.doi.org/10.2298/zipi0335180d.

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The paper discusses if it is possible and appropriate to use simulations (simulation games) and traditional games in the process of education. It is stressed that the terms "game" and "simulation" can and should be taken in a broader sense, although they are chiefly investigated herein as video-computer games and simulations. Any activity combining the properties of game (competition, rules, players) and the properties of simulation (i.e. operational presentation of reality) should be understood as simulation games, where role-play constitutes their essence and basis. In those games the studen
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Besse, Cheryl, Laura Vogelsang, and Jill Zdunich. "The Simulation Games." Nurse Educator 45, no. 6 (2020): 339–42. http://dx.doi.org/10.1097/nne.0000000000000832.

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Beuk, Frederik. "Sales Simulation Games." Journal of Marketing Education 38, no. 3 (2016): 170–82. http://dx.doi.org/10.1177/0273475315604686.

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This study combines the perspective of students ( n = 137) and sales instructors ( n = 248). It compares how well selling and sales management simulation games, case discussions, and traditional lectures are perceived to conform to the seven principles for good practice in undergraduate education. The study further compares each method’s performance on perceived learning outcomes. Differences between instructors who adopted a simulation game and nonadopters are investigated. Finally, we investigate the reasons why some instructors adopt and others choose not to adopt simulation games for their
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Parker, J. R., and Katrin Becker. "The Simulation-Game Controversy." International Journal of Gaming and Computer-Mediated Simulations 5, no. 1 (2013): 1–12. http://dx.doi.org/10.4018/jgcms.2013010101.

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Games use the same base technology and design strategy as do simulations, but add a few items to the mixture. Understanding this gives ‘new’ (read borrowed) tools for game creation and testing. The idea that simulations are implementations of a model, for instance, leads to a focus on the model rather than the code when designing a game. Similarly, the verification/validation pair used in simulations can be extended by adding playtesting for games, thus giving an educational game (for example) viable, demonstrable educational characteristics as well as playable (and thus engaging and motivatin
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Ferri, Gabriele. "Rhetorics, Simulations and Games." International Journal of Gaming and Computer-Mediated Simulations 5, no. 1 (2013): 32–49. http://dx.doi.org/10.4018/jgcms.2013010103.

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Oiligarchy (Pedercini (Molleindustria), 2008) and Phone Story (Pedercini (Molleindustria) & Yes Lab, 2011) are two apparently simple games that integrate game-based and simulational components in a wider rhetorical discourse. It is reductive to consider these satires as simple “gamified” pieces: their use of simulations as well as ludic elements is functional to a political rhetoric that cannot be reduced to mindless escapism. Oiligarchy is a piece raising awareness on the dependency of Western societies on oil. It simulates oil-extraction using mathematical models to describe the decline
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Vaz de Carvalho, Carlos, Manuel Pereira Lopes, and António Galrão Ramos. "Lean Games Approaches – Simulation Games and Digital Serious Games." International Journal of Advanced Corporate Learning (iJAC) 7, no. 1 (2014): 11. http://dx.doi.org/10.3991/ijac.v7i1.3433.

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Narayanasamy, Viknashvaran, Kok Wai Wong, Chun Che Fung, and Shri Rai. "Distinguishing games and simulation games from simulators." Computers in Entertainment 4, no. 2 (2006): 9. http://dx.doi.org/10.1145/1129006.1129021.

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Kutergina, Evgeniia. "Computer-Based Simulation Games in Public Administration Education." NISPAcee Journal of Public Administration and Policy 10, no. 2 (2017): 119–33. http://dx.doi.org/10.1515/nispa-2017-0014.

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Abstract Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently in Russia the use of computer-based simulation games in Master of Public Administration (MPA)
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Tesi sul tema "Simulation games"

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Gustafsson, Christoffer, and Filip Björklund. "Wind Simulation in Networked Games." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420299.

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Wind is a natural phenomenon that interacts with the majority of physical objects to some extent. Yet, in games this is often neglected. This is largely due to the complexity of the physics behind wind, in relation to the impact that it may have on the game experience. Adding to the complexity of wind is the fact that many modern games are networked, meaning multiple players need to share a consistent world view. Wind is inherently chaotic in nature, which is a problem for networked games that heavily favors deterministic behavior. In this thesis we will summarize the current state of the art,
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Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Brown, Benjamin J. "A training transfer study of simulation games." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Mar/10Mar%5FBrown.pdf.

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Thesis (M.S. in Modeling Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2010.<br>Thesis Advisor(s): Becker, William ; Darken, Rudolp. "March 2010." Description based on title screen as viewed on April 28, 2010. Author(s) subject terms: Training transfer, virtual battespace 2, serious games. Includes bibliographical references (p. 279-284). Also available in print.
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Wilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet." Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.

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This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product. The finished system had t
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Robles, David. "Simulation-based search and learning in games." Thesis, University of Essex, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.605563.

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The idea of creating agents that automatically learn to play games through experience has been one of the major goals for game researchers. Simulation-based search and reinforcement learning have been two of the most active areas of research tackling this problem. One of the main challenges that links both areas is how to acquire domain knowledge that can. be effectively integrated into simulation-based search algorithms. In this thesis we address this challenge in several ways. First, we use temporal difference learning to find value functions in the form of weighted piece counters and N-tupl
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Lundell, Christian. "Water simulation for cell based sandbox games." Thesis, Linköpings universitet, Institutionen för systemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108828.

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This thesis work presents a new algorithm for simulating fluid based on the Navier-Stokes equations. The algorithm is designed for cell based sandbox games where interactivity and performance are the main priorities. The algorithm enforces mass conservation conservatively instead of enforcing a divergence free velocity field. A global scale pressure model that simulates hydrostatic pressure is used where the pressure propagates between neighboring cells. A prefix sum algorithm is used to only compute work areas that contain fluid.
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METELLO, MARCELO GOMES. "PROCESS-ORIENTED MODELING AND SIMULATION FOR SERIOUS GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28915@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Esta tese é focada em jogos sérios que simulam situações realistas. O objetivo destes jogos vai além do mero entretenimento para outras áreas, tais como treinamento, por exemplo. Como algumas áreas da Ciência da Computação já fornecem métodos e ferramentas para a simulação de situações realistas, é altamente desejável que possamos usá-los neste tipo de jogos sérios. Esta tese introduz um novo framework no qual técnicas de simulação oriundas de diferentes áreas, tais como model
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Han, Jennifer Ching-Wen. "Using system dynamics in business simulation training games." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42762.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.<br>Includes bibliographical references (leaves 57-58).<br>by Jennifer Ching-Wen Han.<br>M.Eng.
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Lee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.

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Schanda, Florian. "A modular physics methodology for games." Thesis, University of Bath, 2012. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.557817.

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Currently, games with rich environments allowing a wide range of possible interactions and supporting a large number of physical simulations make use of a large number of scripts and bespoke physical simulations, adapted to fit the needs of the game. This thesis proposes a methodology that can be used to tie together various different physical simulations, both off-the-shelf and bespoke, such as rigid body physics, electrical and magnetic simulations to give something greater than the sum of the individual parts. We present a notation for designing the overall physical simulation and a means f
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Libri sul tema "Simulation games"

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Baker, Patricia. Simulation games 4. Joint Board of Christian Education, 1991.

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Computer Games Strategy Plus (Firm), ed. The best simulation games. Sybex, 1997.

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Cretien, Paul D. Management: A simulation. Merrill Pub. Co., 1988.

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Vaz de Carvalho, Carlos, Paula Escudeiro, and António Coelho, eds. Serious Games, Interaction, and Simulation. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29060-7.

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Vaz de Carvalho, Carlos, Paula Escudeiro, and António Coelho, eds. Serious Games, Interaction and Simulation. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-51055-2.

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Abt, Clark C. Serious games. University Press of America, 1987.

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Smith, Jerald R. Manager: A simulation. Houghton Mifflin, 1987.

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Smith, Jerald R. Manager: a simulation. 2nd ed. Houghton Mifflin, 1987.

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Cai, Yiyu, Sui Lin Goei, and Wim Trooster, eds. Simulation and Serious Games for Education. Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-0861-0.

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Stiegler, C. B. Fun & games international: A keyboarding simulation. South-Western Publishing, 1995.

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Capitoli di libri sul tema "Simulation games"

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Santos, Rodrigo Pereira dos, and Esteban Walter Gonzalez Clua. "Simulation Games." In Simulation Foundations, Methods and Applications. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-11085-6_5.

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Alonso-Sanz, Ramón. "Classical Correlated Games." In Quantum Game Simulation. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_12.

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Alonso-Sanz, Ramón. "Games on Networks." In Quantum Game Simulation. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_5.

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Alonso-Sanz, Ramón. "Quantum Relativistic Games." In Quantum Game Simulation. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_8.

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Černý, Pavol, Thomas A. Henzinger, and Arjun Radhakrishna. "Quantitative Simulation Games." In Time for Verification. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13754-9_3.

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Renz, Jochen, and Xiaoyu Ge. "Physics Simulation Games." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_29.

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Renz, Jochen, and Xiaoyu Ge. "Physics Simulation Games." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_29-1.

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Tipi, Nicoleta. "Simulation Games in Teaching Operations and Supply Chain Management." In Creativity and Critique in Digital Learning and Teaching. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-68086-1_13.

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Abstract This chapter aims to bring forward ways to develop and incorporate simulation games within digital teaching with specific emphasis to operations and supply chain management. Using simulation games in digital teaching presents learners with different opportunities to engage with learning abstract concepts that bring an increased level of complexity, such as learning about supply chain systems. Simulation games can be constructed and embedded into the curriculum not only to help learners understand theories, but also to experience activities and events as they may happen in practice. In
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Sousa, Micael. "Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials." In Gaming, Simulation and Innovations: Challenges and Opportunities. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09959-5_21.

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Gerber, Andreas, Markus Ulrich, and Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change." In Simulation Gaming Through Times and Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.

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AbstractClimate change imposes tremendous, complex challenges on humanity. Thoughtfully designed games can support solving them. This article presents a review of climate games and thereby updates the review conducted by Reckien and Eisenack in 2011. It provides an overview of published climate games and reveals the development of the field over the last years. A total of 119 climate games were found whereof 52 were already part of the review of 2011. The broad variety of discovered games indicates a lively community and different settings where such tools are being applied. A substantial numb
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Atti di convegni sul tema "Simulation games"

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Sayed, Md Abu, Korben DiArchangel, Mayamin Hamid Raha, et al. "NavySim: A Multi-Vessel Simulation and Analysis Engine for Naval Domains." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645561.

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"Games simulation." In 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2012. http://dx.doi.org/10.1109/cgames.2012.6314586.

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Tita, Carmen, and Silviu mihail Tita. "SIMULATION GAMES IN THE STUDENTS LEARNING PROCESS." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-263.

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This article discusses the effects of simulation games in the education of students and the skills and abilities that they obtained after participating in discipline-based on the online or outline simulation programs. These applications may be individual or components software of e-learning platforms. Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. The type of the activity to the students in enhancing coop
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Smith III, James F., and Robert D. Rhyne. "Knowledge discovery through games and game theory." In Aerospace/Defense Sensing, Simulation, and Controls, edited by Belur V. Dasarathy. SPIE, 2001. http://dx.doi.org/10.1117/12.421063.

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Baalsrud hauge, Jannicke, Anna Barenbrock, and Klausdieter Thoben. "AVATARS AS MOTIVATIONAL FACTOR IN SIMULATION GAMES." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-039.

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User motivation and engagement while playing serious games remains challenging. Advances location-based technology has brought new opportunities for game-based, context-regulated experiences. Much effort has been made to model and manage the user context data, devices, and pervasive spaces, in order to enhance user experience. Research indicates that avatars have potential beyond representing the player on screen and interacting with the digital world. The interaction between an avatar and a player contributes to higher user engagement and a more pervasive experience. This article will look at
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"Games simulation, graphics & visualisation." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000313.

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Critelli, Matt, David I. Schwartz, and Steven Gold. "Serious social games: Designing a business simulation game." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329843.

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Kandhai, Kevin, Michael Smith, and Andrea Kanneh. "Immersive driving simulation for driver education and analysis." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000355.

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Tadayon, Ramin, Ashish Amresh, and Winslow Burleson. "Socially relevant simulation games." In the 19th ACM international conference. ACM Press, 2011. http://dx.doi.org/10.1145/2072298.2071908.

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Sharma, Sharad, Stephen Otunba, and Jingxin Han. "Crowd simulation in emergency aircraft evacuation using Virtual Reality." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000319.

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Rapporti di organizzazioni sul tema "Simulation games"

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Vakaliuk, Tetiana, Valerii Kontsedailo, Dmytro Antoniuk, Olha Korotun, Serhiy Semerikov, and Iryna Mintii. Using Game Dev Tycoon to Create Professional Soft Competencies for Future Engineers-Programmers. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4129.

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The article presents the possibilities of using game simulator Game Dev Tycoon to develop professional soft competencies for future engineer programmers in higher education. The choice of the term “gaming simulator” is substantiated, a generalization of this concept is given. The definition of such concepts as “game simulation” and “professional soft competencies” are given. Describes how in the process of passing game simulations students develop the professional soft competencies. Professional soft competencies include: the ability to work in a team; ability to cooperate; ability to problem-
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Fedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko, and Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4624.

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Use of visual methods plays a significant role in learning. ICT allow us to create electronic educational resources in a new format and with new opportunities. The study of their didactic possibilities, forms and methods of their application is a topical issue. Simulation, virtualization, gamification requires new knowledge about their application, and therefore, the problem of training future teachers to use them is an urgent and important part of training. In this article modern achievements in the use of serious games in education were investigated and analyzed, the possibilities of using v
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Tritten, James J. Scenarios, Simulations, and Games. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada201633.

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Sutcliffe, Mark. Simulations, games and role-play. The Economics Network, 2002. http://dx.doi.org/10.53593/n2913a.

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Murray, Trevor, and Timothy Jacobs. PR-457-16200-R01 Control of Vented Methane Emissions from Integral Compressor Engines. Pipeline Research Council International, Inc. (PRCI), 2018. http://dx.doi.org/10.55274/r0011475.

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At natural gas pipeline compressor stations, methane emissions from compressor and engine crankcases are often vented directly into the atmosphere. There may be advantages to capturing these emissions and using them to offset fuel usage and / or decrease the overall carbon footprint of such a typical compressor station. This study evaluates the feasibility of directing such captured emissions into the intake of the compressor engine and subsequently combusting the methane emissions into carbon dioxide and water. Although seemingly an obvious or trivial solution, there are in fact several chall
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Zhai, Yuhui, and Yanfeng Ouyang. Effects of Nontraditional Messages in Dynamic Message Signs on Improving Safety, Compliance, and Avoiding Distraction. Illinois Center for Transportation, 2024. http://dx.doi.org/10.36501/0197-9191/24-014.

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This project develops capability for future studies on the effects of nontraditional messages in dynamic message signs on improving driver safety and compliance and avoiding distractions. An online survey and a driving simulation game were designed, and a pilot run was conducted with a small number of students in the University of Illinois Urbana Champaign. Survey responses and simulation data were analyzed to reveal preliminary findings on notable effectiveness across different types of messages (e.g., humorous, emotionless, negative). The pilot study also provides guidelines and recommendati
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Fernandez-Duque, Silvina, David Klevan, and Russ Sitka. Response III: Simulations, Puzzles, and 'History Detectives': How Can Games Immerse Players while Balancing Authenticity, Memorialisation, and Learning? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/dgwd4072.

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Abstract (sommario):
Computer games are technically well-suited for placing visitors into simulations of historical scenarios, as well as in post-Holocaust situations where their role is to be memory or history investigators. But are both scenarios pedagogically sound?
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8

Tavakoly, Ahmad, Joseph Gutenson, James Lewis, et al. Daily RAPID streamflow and reservoir release flow in the Mississippi River Basin. Engineer Research and Development Center (U.S.), 2021. http://dx.doi.org/10.21079/11681/40279.

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Abstract (sommario):
This dataset includes RAPID streamflow simulation correspond to the selected gages in the Mississippi River Basin. RAPID was run from 2005 to 2014 with and without reservoir releases. 175 USACE dams and reservoirs were considered in this study. The daily reservoir releases are included in this dataset.
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9

Espada Sánchez, Pablo Josué, and Fco Javier Martínez Sánchez. Breakouts de Matemáticas para 1ºE.S.O. Fundación Avanza, 2023. http://dx.doi.org/10.60096/fundacionavanza/1512022.

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Abstract (sommario):
This article presents examples of breakouts in mathematics for 1° ESO. This consists in a new trend of teaching simulating a cooperative game. The paper are divided into four sections, depending on the mathematical contents of each game
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10

May, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada223289.

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