This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Found inside – Page iFeaturing a broad range of topics such as online and face-to-face instruction, instructional design, and learning management system, this book is geared towards educators, professionals, school administrators, academicians, researchers, and ... Found insideSimulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of ... A compelling examination of the the practice and implications of modding as they apply to the bestelling computer game The Sims. The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Finally, this book recommends priorities for future action by appropriate departments of the intelligence community, the Department of Defense research community, and other government entities. Now you want to know how to apply them to the construction and simulation game genre. This focused guide give you exactly what you need. Whether you are a game designer, a programmer, or both, "Simulation and Event Modeling for Game Developers" provides a basic yet technical introduction to simulation and event modeling as they relate to software development for games. This collection of essays on the technical, social, and economic importance of simulation and gaming techniques, tools, and technologies provides a fascinating historical summary, explores important technical capabilities, and speculates on ... The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in ... Get ready to take flight as two certified flight instructors guide you through the pilot ratings as it is done in the real world, starting with Sport Pilot training, then Private Pilot, followed by the Instrument Rating, Commercial Pilot, ... This book explores the points of convergence at which gaming and sports culture merge. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself. Jurassic World Evolution is a business simulation video game developed and published by Frontier Developments. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Found insideThis book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging ... An MIT computer scientist and Silicon Valley video game designer Brings Together threads from computer science, AI, quantum physics, Eastern mystics and Western religions to show that we are inside as simulation like the Matrix. Get the information you need--fast! This all-embracing guide offers a thorough view of key knowledge and detailed insight. This Guide introduces what you want to know about Kerbal Space Program. Found insideGame Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. Found insideIn this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and ... Print+CourseSmart Found insideThis book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 ... Found insideVideo Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. Found insideGames have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems. Found inside – Page iThe purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.” This book will be of interest to model developers, operational military users of the models and their managers, and government personnel making funding decisions regarding model development. Found inside"The finest book on video games yet. The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game ... Found insideThe book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. By investigating a wide range of successful games, the book offers critical knowledge regarding why certain game simulations are effective in each genre. The book also discusses the differences in the business models of the entertainment and defense communities and addresses the need for continued support of multidisciplinary educational and research initiatives in modeling and simulation. Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment. This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. The authors discuss the four main tasks of game design--imagining a game, defining how it works, describing its internal elements, and explaining it to others. 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