WorldWideScience

Sample records for tutorials games simulations

  1. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... tutorials. Mixed Reality covers in this case both Augmented and Virtual Reality. Until recently, most of the instructional support for the software and game development came from paper tutorials (van der Meij et al, 2016:332). YouTube’s rapid growth in popularity and easy to use programs for video...... and emerging topics such as Mixed Reality. Students tend to use video tutorial on their own initiative as supplementary tutorials for new and hard topics. This motivated me to use existing video tutorials as teaching materials in the course titled Mixed Reality for third semester engineering students...

  2. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  3. Statistical Analysis of Random Simulations : Bootstrap Tutorial

    NARCIS (Netherlands)

    Deflandre, D.; Kleijnen, J.P.C.

    2002-01-01

    The bootstrap is a simple but versatile technique for the statistical analysis of random simulations.This tutorial explains the basics of that technique, and applies it to the well-known M/M/1 queuing simulation.In that numerical example, different responses are studied.For some responses, bootstrap

  4. Simulation Gaming: A Critical Review.

    Science.gov (United States)

    Roberts, Nancy

    The review of the empirical literature on simulation gaming categorizes positive, negative, and contradictory aspects of gaming as an educational tool as revealed by the research. The review, which concentrates on simulation games for elementary and secondary school students, is presented in seven sections. Section I presents a brief history of…

  5. Nuclear Power Plant Simulation Game.

    Science.gov (United States)

    Weiss, Fran

    1979-01-01

    Presents a nuclear power plant simulation game which is designed to involve a class of 30 junior or senior high school students. Scientific, ecological, and social issues covered in the game are also presented. (HM)

  6. Tutorial: simulating chromatography with Microsoft Excel Macros.

    Science.gov (United States)

    Kadjo, Akinde; Dasgupta, Purnendu K

    2013-04-22

    Chromatography is one of the cornerstones of modern analytical chemistry; developing an instinctive feeling for how chromatography works will be invaluable to future generation of chromatographers. Specialized software programs exist that handle and manipulate chromatographic data; there are also some that simulate chromatograms. However, the algorithm details of such software are not transparent to a beginner. In contrast, how spreadsheet tools like Microsoft Excel™ work is well understood and the software is nearly universally available. We show that the simple repetition of an equilibration process at each plate (a spreadsheet row) followed by discrete movement of the mobile phase down by a row, easily automated by a subroutine (a "Macro" in Excel), readily simulates chromatography. The process is readily understood by a novice. Not only does this permit simulation of isocratic and simple single step gradient elution, linear or multistep gradients are also easily simulated. The versatility of a transparent and easily understandable computational platform further enables the simulation of complex but commonly encountered chromatographic scenarios such as the effects of nonlinear isotherms, active sites, column overloading, on-column analyte degradation, etc. These are not as easily simulated by available software. Views of the separation as it develops on the column and as it is seen by an end-column detector are both available in real time. Excel 2010™ also permits a 16-level (4-bit) color gradation of numerical values in a column/row; this permits visualization of a band migrating down the column, much as Tswett may have originally observed, but in a numerical domain. All parameters of relevance (partition constants, elution conditions, etc.) are readily changed so their effects can be examined. Illustrative Excel spreadsheets are given in the Supporting Information; these are easily modified by the user or the user can write his/her own routine.

  7. Environmental Games and Simulations.

    Science.gov (United States)

    Eckman, Tom, Comp.

    This publication consists of a lengthy list of environmental games (35) on the market today, their source and purchase price. Included is a description of the major changes the types of games have undergone. The first group of games resembled closely ordinary board games with success dependent on skill and/or chance rather than understanding of…

  8. A Monetary Policy Simulation Game

    Science.gov (United States)

    Lengwiler, Yvan

    2004-01-01

    The author presents a computer game that puts the player in the role of a central bank governor. The game is a stochastic simulation of a standard reduced form macro model, and the user interacts with this simulation by manipulating the interest rate. The problem the player faces is in many ways quite realistic--just as a real monetary authority,…

  9. A Monetary Policy Simulation Game

    Science.gov (United States)

    Lengwiler, Yvan

    2004-01-01

    The author presents a computer game that puts the player in the role of a central bank governor. The game is a stochastic simulation of a standard reduced form macro model, and the user interacts with this simulation by manipulating the interest rate. The problem the player faces is in many ways quite realistic--just as a real monetary authority,…

  10. Learning About Children Through Simulation Games.

    Science.gov (United States)

    Robinson, Bryan E.; Baker, Milda A.

    This annotated list of seventeen educational games, developed for teaching about young children and/or parenting skills, recommends the use of simulation games as tools in the teaching of child development to adults. Advantages of simulation games over other educational techniques are discussed. The board game of "Mandala," a child-rearing game,…

  11. Learning About Children Through Simulation Games.

    Science.gov (United States)

    Robinson, Bryan E.; Baker, Milda A.

    This annotated list of seventeen educational games, developed for teaching about young children and/or parenting skills, recommends the use of simulation games as tools in the teaching of child development to adults. Advantages of simulation games over other educational techniques are discussed. The board game of "Mandala," a child-rearing game,…

  12. Tutorial on agent-based modeling and simulation.

    Energy Technology Data Exchange (ETDEWEB)

    Macal, C. M.; North, M. J.; Decision and Information Sciences

    2005-01-01

    Agent-based modeling and simulation (ABMS) is a new approach to modeling systems comprised of autonomous, interacting agents. ABMS promises to have far-reaching effects on the way that businesses use computers to support decision-making and researchers use electronic laboratories to support their research. Some have gone so far as to contend that ABMS is a third way of doing science besides deductive and inductive reasoning. Computational advances have made possible a growing number of agent-based applications in a variety of fields. Applications range from modeling agent behavior in the stock market and supply chains, to predicting the spread of epidemics and the threat of bio-warfare, from modeling consumer behavior to understanding the fall of ancient civilizations, to name a few. This tutorial describes the theoretical and practical foundations of ABMS, identifies toolkits and methods for developing ABMS models, and provides some thoughts on the relationship between ABMS and traditional modeling techniques.

  13. Lean Games Approaches – Simulation Games and Digital Serious Games

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2014-04-01

    Full Text Available In an increasingly competitive and globalized world, companies need effective training methodologies and tools for their employees. However, selecting the most suitable is not an easy task. It depends on the requirements of the target group (namely time restrictions, on the specificities of the contents, etc. This is typically the case for training in Lean, the waste elimination manufacturing philosophy. This paper presents and compares two different approaches to lean training methodologies and tools: a simulation game based on a single realistic manufacturing platform, involving production and assembly operations that promotes learning by playing; and a digital game that helps understand lean tools. This paper shows that both tools have advantages in terms of trainee motivation and knowledge acquisition. Furthermore, they can be used in a complementary way, reinforcing the acquired knowledge.

  14. Design education with simulation games

    DEFF Research Database (Denmark)

    Juuti, Tero; Lehtonen, Timo; Hansen, Poul H. Kyvsgård

    2008-01-01

    " This paper is a report on the use of simulation games in design education. Our objective was to find solution to the question: "How to do design education effectively and efficiently for hundreds of people with minimum resources?" In the paper the learning theories are described in short. Our f...... elements can support the effort if configured and synchronized properly. The simulation games are valuable method for design education with skillful design, scoping and facilitation."......" This paper is a report on the use of simulation games in design education. Our objective was to find solution to the question: "How to do design education effectively and efficiently for hundreds of people with minimum resources?" In the paper the learning theories are described in short. Our...... focus is to describe observations and recommendations for people who have similar challenge. In the end we have discussion about the drawbacks of the learning method. Two different simulation games were used; one with university students and another with industrial people. At university quantitative...

  15. Simulations, serious games and their applications

    CERN Document Server

    Goei, Sui

    2014-01-01

    This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012).  All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

  16. Staying on Top of Your Game and Scoring Big with Adobe Presenter Multimedia Tutorials

    Science.gov (United States)

    Koury, Regina; Francis, Marcia J.; Gray, Catherine J.; Jardine, Spencer J.; Guo, Ruiling

    2010-01-01

    In order to reach distance students in times of financial uncertainty, librarians must be creative. While much has been written about Camtasia, Captivate and Jing tutorial software, Adobe Presenter, a Microsoft PowerPoint plug-in, has not been discussed. This article describes how our library team created multimedia tutorial projects at Idaho…

  17. Psychosemiotics and Libraries: Identifying Signways in Library Informational Guides, Games, and Tutorials

    Science.gov (United States)

    Laster, Barbara; Blummer, Barbara; Kenton, Jeffrey M.

    2010-01-01

    Tutorials and digital learning objects provide librarians a quick, concise mechanism for delivering information and training on a wide range of library topics. The semiotic theory promoted by Charles Sanders Peirce (Wiener, 1958) and Howard Smith (2005) contains implications for enhancing the effectiveness of library tutorials through the…

  18. Staying on Top of Your Game and Scoring Big with Adobe Presenter Multimedia Tutorials

    Science.gov (United States)

    Koury, Regina; Francis, Marcia J.; Gray, Catherine J.; Jardine, Spencer J.; Guo, Ruiling

    2010-01-01

    In order to reach distance students in times of financial uncertainty, librarians must be creative. While much has been written about Camtasia, Captivate and Jing tutorial software, Adobe Presenter, a Microsoft PowerPoint plug-in, has not been discussed. This article describes how our library team created multimedia tutorial projects at Idaho…

  19. Prisoner's Dilemma as a Social Simulation Game.

    Science.gov (United States)

    Glass, John F.

    A simulation game of strategy relating to alternate confession choices of two prisoners is described. The game, Prisoner's Dilemma, is designed to help participants learn about trust, cooperation, competition, intergroup dynamics, and their own life role and feelings. Three choices are offered at the beginning of the game to two prisoners, held…

  20. Simulation Gaming in Construction: ER, The Equipment Replacement Game.

    Science.gov (United States)

    Nassar, Khaled

    2002-01-01

    The Equipment Replacement simulation game can be used to explain the different effects of various equipment buy/sell strategies on the economic performance of construction companies. The probabilistic aspect of demand in the construction market is incorporated. The game is implemented using Excel and Visual Basic for Applications. (Author/SK)

  1. Simulation and serious games for education

    CERN Document Server

    Goei, Sui; Trooster, Wim

    2017-01-01

    This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

  2. Game development and simulation with unreal technology

    CERN Document Server

    Tavakkoli, Alireza

    2015-01-01

    Game 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. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first book

  3. A Training Transfer Study of Simulation Games

    Science.gov (United States)

    2010-03-01

    protagonist, Ender , was a 12-year-old boy who played video games well. He did so well, in fact, that the government sent him to Battle School for... Ender made a risky move in the game and consequently won the day. Exhausted, he left the simulator to find out the secret of the game and of Battle...the Third Invasion. There were no games , the battles were real, and the only enemy you fought was the buggers. (p. 296) Ender , in fact, had been

  4. The Guide to Computer Simulations and Games

    CERN Document Server

    Becker, K

    2011-01-01

    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 order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations

  5. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  6. Tutorial on Agent-based Modeling and Simulation

    Science.gov (United States)

    2007-06-01

    World of Science. New York: Wiley Crichton , Michael , 2002, Prey, HarperCollins. Epstein JM, Axtell R. 1996. Growing Artificial Societies...other author(s): Michael J. North and Charles M. Macal Principal Author’s Organization and address: Argonne National Laboratory 9700 S. Cass Avenue...on Agent-based Modeling and Simulation Michael J. North and Charles M. Macal Center for Complex Adaptive Agent Systems Simulation (CAS2) Decision

  7. Prospects for Simulation and Gaming in Mathematics and Science Education

    Science.gov (United States)

    Bloomer, Jacquetta

    1974-01-01

    The growth and potential of simulation and gaming techniques are examined in pure science, applied science and mathematics. The contribution of simulations, simulation games and non-simulation games are separately assessed with selective illustrations; in particular, indications for using simulated, as opposed to "live," experiments in science…

  8. SOLVING LARGE GAMES WITH SIMULATED FICTITIOUS PLAY

    OpenAIRE

    Seale, Darryl A.; JOHN E. BURNETT

    2006-01-01

    A computational procedure, Simulated Fictitious Play (SFP), is introduced to approximate equilibrium solutions for n-person, non-cooperative games with large strategy spaces. A variant of the iterative solution process fictitious play (FP), SFP is first demonstrated on several small n-person games with known solutions. In each case, SFP solutions are compared to those obtained through analytical methods. Sensitivity analyses are presented that examine the effects of iterations (repetitions of...

  9. Elements Explaining Learning Clinical Reasoning Using Simulation Games

    Directory of Open Access Journals (Sweden)

    Jaana-Maija Koivisto

    2016-12-01

    Full Text Available This article presents the findings on which elements in a game-based simulation affect learning clinical reasoning in nursing education. By using engaging gaming elements in virtual simulations and integrating the clinical reasoning process into game mechanics, games can enhance learning clinical reasoning and offer meaningful learning experiences. The study was designed to explore how nursing students experience gaming and learning when playing a simulation game, as well as which gaming elements explain learning clinical reasoning. The data was collected by questionnaire from nursing students (N = 166 in autumn 2014 over thirteen gaming sessions. The findings showed that usability, application of nursing knowledge, and exploration have the most impact on learning clinical reasoning when playing simulation games. Findings also revealed that authentic patient-related experiences, feedback, and reflection have an indirect effect on learning clinical reasoning. Based on these results, more efficient simulation games to improve clinical reasoning may be developed.   

  10. A Simulation Game for an Introductory Course in International Business

    Science.gov (United States)

    McGuinness, Michael J.

    2004-01-01

    An international business simulation game designed for an introductory International Business course. The simulation game allows for student decision making and allows for the ready introduction of many topics which are covered in an International Business course. The simulation game has continued to be improved with student suggestions and has…

  11. Food and Famine: A Game Simulation.

    Science.gov (United States)

    Kvale, Katherine; Delehanty, James

    This game simulates trade and food production in the West African region of the Sahel which is susceptible to drought. Players are divided into teams of two and four persons, each team assuming the role of a farming household in the Sahel. Teammates collaborate on production and trade decisions under conditions of dearth and plenty. The game…

  12. Digital Simulation Games for Social Studies Classrooms

    Science.gov (United States)

    Devlin-Scherer, Roberta; Sardone, Nancy B.

    2010-01-01

    Data from ten teacher candidates studying teaching methods were analyzed to determine perceptions toward digital simulation games in the area of social studies. This research can be used as a conceptual model of how current teacher candidates react to new methods of instruction and determine how education programs might change existing curricula…

  13. The French Revolution: A Simulation Game

    Science.gov (United States)

    Kiernan, James Patrick

    1978-01-01

    Describes a college-level simulation game about the French Revolution. Based on George Lefebvre's "The Coming of the French Revolution," the role-play focuses on social and economic causes of the revolution and allows students to understand citizens' grievances against the French government. (AV)

  14. Effect of hospital simulation tutorials on nursing and pharmacy student perception of interprofessional collaboration: Findings from a pilot study.

    Science.gov (United States)

    Stehlik, Paulina; Frotjold, Astrid; Schneider, Carl R

    2017-09-18

    Interprofessional learning (IPL) during formal training enables interprofessional collaboration (IPC) in the workforce; however, on-campus IPL opportunities are seldom incorporated into curricula. We describe the development and implementation of two hospital simulation tutorials between nursing and pharmacy students. Students were required to provide "usual care" to a simulated patient at admission and discharge. A pre-post survey design was used to evaluate changes in Interdisciplinary Education Perception Scale (IEPS) score and student perceived educational value of the tutorials. The tutorials had a positive effect on IEPS scores (p < 0.001), whereas gender and profession did not appear to influence scores (p = 0.082 and p = 0.923, respectively). Tutorials were rated either good or very good by 89.9% of students and 79.6% of students reporting new insights into the other profession This tutorial format could be easily adapted by other institutions as an engaging and rewarding strategy to better prepare students for IPC the workforce.

  15. Fuzzy Control Tutorial

    DEFF Research Database (Denmark)

    Dotoli, M.; Jantzen, Jan

    1999-01-01

    The tutorial concerns automatic control of an inverted pendulum, especially rule based control by means of fuzzy logic. A ball balancer, implemented in a software simulator in Matlab, is used as a practical case study. The objectives of the tutorial are to teach the basics of fuzzy control......, and to show how to apply fuzzy logic in automatic control. The tutorial is distance learning, where students interact one-to-one with the teacher using e-mail....

  16. Fuzzy Control Tutorial

    DEFF Research Database (Denmark)

    Dotoli, M.; Jantzen, Jan

    1999-01-01

    The tutorial concerns automatic control of an inverted pendulum, especially rule based control by means of fuzzy logic. A ball balancer, implemented in a software simulator in Matlab, is used as a practical case study. The objectives of the tutorial are to teach the basics of fuzzy control, and t......, and to show how to apply fuzzy logic in automatic control. The tutorial is distance learning, where students interact one-to-one with the teacher using e-mail....

  17. Simulation Games as Learning Devices: A Summary of Empirical Findings and Their Implications for the Utilization of Games in Instruction.

    Science.gov (United States)

    Chartier, Myron R.

    Simulation games have taken their place in many speech-communication curriculums. This article summarizes the research findings related to simulation games as learning devices according to the general impact of games, the differential impact of games, learning effects related to game variables, and learning effects related to combining simulation…

  18. The Debriefing of Research Games: A Structured Approach for the Validation of Gaming Simulation Outcomes

    NARCIS (Netherlands)

    Lo, J.C.; Van den Hoogen, J.; Meijer, S.A.

    2014-01-01

    Debriefing is an overlooked topic in the gaming simulation literature, especially in the context of gaming for applied research and design. Building upon existing frameworks, mostly in the fields of policy and educational games, and linking the design of the debriefing with the intricacies of innova

  19. Games and simulations in distance learning: the AIDLET Model

    OpenAIRE

    Bidarra, José; Rothschild, Meagan; Squire, Kurt

    2011-01-01

    This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distanc...

  20. Tutorial in medical decision modeling incorporating waiting lines and queues using discrete event simulation.

    Science.gov (United States)

    Jahn, Beate; Theurl, Engelbert; Siebert, Uwe; Pfeiffer, Karl-Peter

    2010-01-01

    In most decision-analytic models in health care, it is assumed that there is treatment without delay and availability of all required resources. Therefore, waiting times caused by limited resources and their impact on treatment effects and costs often remain unconsidered. Queuing theory enables mathematical analysis and the derivation of several performance measures of queuing systems. Nevertheless, an analytical approach with closed formulas is not always possible. Therefore, simulation techniques are used to evaluate systems that include queuing or waiting, for example, discrete event simulation. To include queuing in decision-analytic models requires a basic knowledge of queuing theory and of the underlying interrelationships. This tutorial introduces queuing theory. Analysts and decision-makers get an understanding of queue characteristics, modeling features, and its strength. Conceptual issues are covered, but the emphasis is on practical issues like modeling the arrival of patients. The treatment of coronary artery disease with percutaneous coronary intervention including stent placement serves as an illustrative queuing example. Discrete event simulation is applied to explicitly model resource capacities, to incorporate waiting lines and queues in the decision-analytic modeling example.

  1. Implementation of quantum game theory simulations using Python

    Science.gov (United States)

    Madrid S., A.

    2013-05-01

    This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.

  2. Learner Satisfaction in Marketing Simulation Games: Antecedents and Influencers

    Science.gov (United States)

    Caruana, Albert; La Rocca, Antonella; Snehota, Ivan

    2016-01-01

    Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…

  3. Learner Satisfaction in Marketing Simulation Games: Antecedents and Influencers

    Science.gov (United States)

    Caruana, Albert; La Rocca, Antonella; Snehota, Ivan

    2016-01-01

    Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…

  4. Gaming, simulations and society research scope and perspective

    CERN Document Server

    Shiratori, R; Kato, F

    2014-01-01

    This book presents a current research scope and perspective of Simulation and Gaming.Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming.The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling.Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline.The ever growing and massive popularity of PC and arcade games cannot be ignored.Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

  5. The Impact of a Simulation Game on Operations Management Education

    Science.gov (United States)

    Pasin, Federico; Giroux, Helene

    2011-01-01

    This study presents a new simulation game and analyzes its impact on operations management education. The proposed simulation was empirically tested by comparing the number of mistakes during the first and second halves of the game. Data were gathered from 100 teams of four or five undergraduate students in business administration, taking their…

  6. Developing Academic Games and Simulations for Art Education.

    Science.gov (United States)

    Susi, Frank D.

    1988-01-01

    Discusses the advantages of academic games and simulations in art education. Provides information on developing academic games and simulations and includes an example. Concludes that these strategies not only broaden the range of instructional approaches, but enhance the learning that results from the study of art. (GEA)

  7. The Method of Simulation Games in Family Life Education.

    Science.gov (United States)

    Osmand, Marie W.

    This paper considers techniques, games and simulations, to deal with the broad area of decision-making in a variety of problem situation. Since violence is a learned behavior, there are alternative ways to handle conflict situations. Simulation games have been utilized primarily in research. The purpose of this paper is to correct this imbalance,…

  8. DESIGN OF A SOFTWARE AGENT FOR BUSINESS GAMING SIMULATION

    Institute of Scientific and Technical Information of China (English)

    Yuji SHINODA; Mina RYOKE; Takao TERANO; Yoshiteru NAKAMORI

    2006-01-01

    This paper introduces a software agent as a virtual player of the business game called Bakery Game.The business game is a tool to understand business and management principles through experience in a virtual world. In order to construct software agents for the gaming simulation, which is able to participate in a game and become human players' worthy rival, we combine a simple model that considers the property of Bakery Game with a strategy adjustment model. The agent has so-called strategy parameters that are updated through the experience. The agent changes his strategy depending on particular situation. The agent participates in the game that is regenerated from log data in various situations.

  9. Virtual Gaming Simulation in Nursing Education: A Focus Group Study.

    Science.gov (United States)

    Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L

    2017-05-01

    The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.

  10. SIDH: A Game-Based Architecture for a Training Simulator

    Directory of Open Access Journals (Sweden)

    P. Backlund

    2009-01-01

    Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.

  11. Games, Social Simulations, and Data--Integration for Policy Decisions: The "Sudan" Game

    Science.gov (United States)

    Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael

    2013-01-01

    In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…

  12. Games, Social Simulations, and Data--Integration for Policy Decisions: The "Sudan" Game

    Science.gov (United States)

    Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael

    2013-01-01

    In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy making via gameplay. It…

  13. SWING - Simulation, Workshops, Interactive Environments and Gaming

    DEFF Research Database (Denmark)

    Mabogunje, Ade; Hansen, Poul H. Kyvsgård; Ozgur, Eris;

    2006-01-01

    Simple games are often used as illustrative elements in teaching and learning activities. However, there could be a different way to regard games and evaluate their effects in terms of learning mediation. Younger people have experienced that electronic gaming has gone from a minority activity a few...... years ago to mass entertainment today. Is it only entertainment for young people or is it a potential booster in the way we facilitate learning? The word "game" itself does confuse matters by evoking childish playthings but there are a substantial number of indications that games hold a key...... to a significant change and efficiency in the way we learn. In this paper we shall discuss the impact of games on learning in professional organizations. This will include a review of our ability to learn as an organization and development of a framework to integrate games in learning processes. The empirical...

  14. Games for Traffic Education: An Experimental Study of a Game-Based Driving Simulator

    Science.gov (United States)

    Backlund, Per; Engstrom, Henrik; Johannesson, Mikael; Lebram, Mikael

    2010-01-01

    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…

  15. MANDALA: Developing Parenting Skills Through a Simulation Game.

    Science.gov (United States)

    Robinson, Bryan E.

    A simulation game designed as a tool for teaching parenting skills is described. This board game, called MANDALA, guides participants through the process of rearing a child from conception to adolescence. Assuming the parenting role, players must cope with true-life experiences of their child. A throw of the dice sends players through the various…

  16. DEVELOPMENT MONOPOLY: A Simulation Game on Poverty and Inequality

    Science.gov (United States)

    Ansoms, An; Geenen, Sara

    2012-01-01

    DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…

  17. Teaching Objectives of a Simulation Game for Computer Security

    Science.gov (United States)

    2007-11-02

    established market and the growing acceptance of computer games in education (Kirriemuir, 2002). The game will simulate a range of scenarios involving...43-58. Sterne, D.F., (1991). On the Buzzword “Security Policy”, Proceedings of the IEEE Symposium on Reseach in Secu- rity and Privacy, Oakland, CA

  18. Turmoil: A Simulation Game Dealing With International Oil Trade

    Science.gov (United States)

    Kelly, Robert

    1976-01-01

    This simulation game is intended to help secondary students understand the complexities of the international oil trade. Students represent nations involved in trading oil and other commodities. The game takes about five classroom periods to teach. The article includes all essential materials. (Author/RM)

  19. MANDALA: Developing Parenting Skills Through a Simulation Game.

    Science.gov (United States)

    Robinson, Bryan E.

    A simulation game designed as a tool for teaching parenting skills is described. This board game, called MANDALA, guides participants through the process of rearing a child from conception to adolescence. Assuming the parenting role, players must cope with true-life experiences of their child. A throw of the dice sends players through the various…

  20. The Role of Simulation Games: Supplement or Central Delivery Vehicle?

    Science.gov (United States)

    Fritzsche, David J.

    1980-01-01

    Reports the results of an experiment assessing the effectiveness of two different approaches to using simulation games in a marketing course. In one, the game was used as a supplement to the standard lecture/discussion format; in the other, it was used as the central delivery vehicle. Twenty-one references are listed. (Author/LLS)

  1. Mobile Learning Games for Critical Decision Making and Crisis Simulation

    NARCIS (Netherlands)

    Kalz, Marco

    2014-01-01

    This presentation provides an overview about different approaches of the mobile learning group of the Welten Institute regarding the design and evaluation of mobile learning games for critical decision making and crisis simulation.

  2. Mobile Learning Games for Critical Decision Making and Crisis Simulation

    NARCIS (Netherlands)

    Kalz, Marco

    2014-01-01

    This presentation provides an overview about different approaches of the mobile learning group of the Welten Institute regarding the design and evaluation of mobile learning games for critical decision making and crisis simulation.

  3. Education as Simulation Game: A Critical Hermeneutic.

    Science.gov (United States)

    Palermo, James

    1979-01-01

    This paper examines a specific educational game called "Popcorn Factory." First, it gives a detailed description of the game, then shifts the description into a critical hermeneutical framework, analyzing the deep structures at work in the "Popcorn Factory" according to the theories of Freud and Marcuse. (Author/SJL)

  4. Conceptual Modelling for Simulation-Based Serious Gaming

    NARCIS (Netherlands)

    van der Zee, D.J.; Holkenborg, B.; Johansson, B; Jain, S; MontoyaTorres, J; Hugan, J; Yucesan, E

    2010-01-01

    In recent years several simulation-based serious games have been developed for mastering new business concepts in operations management. This indicates the high potential of simulation use for pedagogical purposes. Unfortunately, this potential is hardly reflected in simulation methodology. We consi

  5. Quantum game simulator, using the circuit model of quantum computation

    Science.gov (United States)

    Vlachos, Panagiotis; Karafyllidis, Ioannis G.

    2009-10-01

    We present a general two-player quantum game simulator that can simulate any two-player quantum game described by a 2×2 payoff matrix (two strategy games).The user can determine the payoff matrices for both players, their strategies and the amount of entanglement between their initial strategies. The outputs of the simulator are the expected payoffs of each player as a function of the other player's strategy parameters and the amount of entanglement. The simulator also produces contour plots that divide the strategy spaces of the game in regions in which players can get larger payoffs if they choose to use a quantum strategy against any classical one. We also apply the simulator to two well-known quantum games, the Battle of Sexes and the Chicken game. Program summaryProgram title: Quantum Game Simulator (QGS) Catalogue identifier: AEED_v1_0 Program summary URL:http://cpc.cs.qub.ac.uk/summaries/AEED_v1_0.html Program obtainable from: CPC Program Library, Queen's University, Belfast, N. Ireland Licensing provisions: Standard CPC licence, http://cpc.cs.qub.ac.uk/licence/licence.html No. of lines in distributed program, including test data, etc.: 3416 No. of bytes in distributed program, including test data, etc.: 583 553 Distribution format: tar.gz Programming language: Matlab R2008a (C) Computer: Any computer that can sufficiently run Matlab R2008a Operating system: Any system that can sufficiently run Matlab R2008a Classification: 4.15 Nature of problem: Simulation of two player quantum games described by a payoff matrix. Solution method: The program calculates the matrices that comprise the Eisert setup for quantum games based on the quantum circuit model. There are 5 parameters that can be altered. We define 3 of them as constant. We play the quantum game for all possible values for the other 2 parameters and store the results in a matrix. Unusual features: The software provides an easy way of simulating any two-player quantum games. Running time: Approximately

  6. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    Science.gov (United States)

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  7. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  8. Karibu Tutorials

    DEFF Research Database (Denmark)

    Christensen, Henrik Bærbak

    These tutorials demonstrate how to use Karibu for high quality data collection, in particular how to setup a distributed Karibu system and how to adapt Karibu to your particular data collection needs....

  9. Information Security Analysis Using Game Theory and Simulation

    Energy Technology Data Exchange (ETDEWEB)

    Schlicher, Bob G [ORNL; Abercrombie, Robert K [ORNL

    2012-01-01

    Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions are always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.

  10. The Use of Simulation Business Games in University Education

    Directory of Open Access Journals (Sweden)

    Z. Birknerova

    2010-11-01

    Full Text Available Rapid and deep changes in economics and business environment along with the dynamic development of computer art and communication technologies represent the main factors identifying the development in the area of simulation business games. These games may be considered a strange, content-determined group of simulation games. The description of their content specialties, basic elements, and possibilities of their use are the essence of our report. In the conclusion we present a short research carried out at the Faculty of Management of the University of Prešov in Prešov where we made an investigation of the students´ opinions on the use of business games in the university educational process.

  11. Decisions and macroeconomics: development and implementation of a simulation game

    OpenAIRE

    Woltjer, G.B.

    2003-01-01

    “Steer the economy” is an interactive game that shows the relationship between company decisions and macroeconomic dynamics. In this real time computer network simulation game the interaction between the players determines the macroeconomic results and players see within a short period the long-term consequences of their strategic decisions.For a lot of students macroeconomics is very abstract. It is difficult for them to imagine that the theories are fundamentally about the coordination of h...

  12. Business Simulation Games: Effective Teaching Tools or Window Dressing?

    Science.gov (United States)

    Tanner, John R.; Stewart, Geoffrey; Totaro, Michael W.; Hargrave, Melissa

    2012-01-01

    Business simulations serve as learning platforms that stimulate the "gaming" interest of students, that provide a structured learning environment, and that should help manage the time resources of faculty. Simulations appear to provide a context where students feel learning can take place. However, faculty perception of simulation…

  13. A Simulation Based on Goldratt's Matchstick/Die Game

    Science.gov (United States)

    Martin, Clarence H.

    2007-01-01

    This teaching brief presents a Microsoft® Excel simulation designed to complement and expand upon the well-known matchstick/die game introduced by Goldratt in "The Goal." This simulation performs 100 replications of a 40-period processing run for low, medium, and high levels of process variation and displays the comparative results…

  14. Conceptual modeling for simulation-based serious gaming

    NARCIS (Netherlands)

    van der Zee, D.J.; Holkenborg, Bart; Robinson, Stewart

    2012-01-01

    In recent years many simulation-based serious games have been developed for supporting (future) managers in operations management decision making. They illustrate the high potential of using discrete event simulation for pedagogical purposes. Unfortunately, this potential does not seem to go togethe

  15. An Annotated Bibliography of Games and Simulations in Consumer Education.

    Science.gov (United States)

    Blucker, Gwen

    Thirty-two games and simulations relating to consumer education comprise this annotated bibliography designed to aid the teacher of adult basic education students and others in their search for teaching devices. Topics covered in the various simulations include money management, insurance, credit, credit unions, consumer law, consumer frauds,…

  16. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    Science.gov (United States)

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  17. Simulation Games as Advance Organizers in the Learning of Social Science Materials. Experiments 1-3.

    Science.gov (United States)

    Livingston, Samuel A.

    Three classroom experiments were conducted using a simulation game, Trade and Develop, designed for classroom use with students in grade six through twelve economic geography classes. The hypotheses tested were: a simulation game will motivate students to learn subject matter related to the game, and, the game will facilitate learning by acting as…

  18. Electromagnetism Tutorial (Tutorial de Eletromagnetismo)

    CERN Document Server

    Dantas, Christine C

    2009-01-01

    The present tutorial aims at covering the fundamentals of electromagnetism, in a condensed and clear manner. Some solved and proposed exercises have been included. The reader is assumed to have knowledge of basic electricity, partial derivatives and multiple integrals. ----- O presente tutorial visa cobrir os fundamentos do eletromagnetismo, de forma condensada e clara. Alguns exercicios resolvidos e propostos foram incluidos. Assume-se conhecimento de eletricidade basica, derivadas parciais e integrais multiplas.

  19. Simulated Social Touch in a Collaborative Game

    NARCIS (Netherlands)

    Huisman, Gijs; Kolkmeijer, Jan; Heylen, Dirk K.J.; Auvray, Malika; Duriez, Christian

    2014-01-01

    In this paper we present a study in which participants played a collaborative augmented reality game together with two virtual agents, visible in the same augmented reality space. During interaction one of the virtual agents touches the user on the arm, by means of a vibrotactile display. We investi

  20. Water management simulation games and the construction of knowledge

    Science.gov (United States)

    Rusca, M.; Heun, J.; Schwartz, K.

    2012-08-01

    In recent years, simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper, we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulation games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved require considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualizations. For simulations to be effective, they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching

  1. Water management simulation games and the construction of knowledge

    Directory of Open Access Journals (Sweden)

    M. Rusca

    2012-03-01

    Full Text Available In recent years simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper we argue that simulation games have an important role to play in (actively educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulations games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved requires considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualization. For simulations to be effective they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute

  2. Water management simulation games and the construction of knowledge

    Directory of Open Access Journals (Sweden)

    M. Rusca

    2012-08-01

    Full Text Available In recent years, simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper, we argue that simulation games have an important role to play in (actively educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulation games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved require considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualizations. For simulations to be effective, they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute

  3. Simulation training tools for nonlethal weapons using gaming environments

    Science.gov (United States)

    Donne, Alexsana; Eagan, Justin; Tse, Gabriel; Vanderslice, Tom; Woods, Jerry

    2006-05-01

    Modern simulation techniques have a growing role for evaluating new technologies and for developing cost-effective training programs. A mission simulator facilitates the productive exchange of ideas by demonstration of concepts through compellingly realistic computer simulation. Revolutionary advances in 3D simulation technology have made it possible for desktop computers to process strikingly realistic and complex interactions with results depicted in real-time. Computer games now allow for multiple real human players and "artificially intelligent" (AI) simulated robots to play together. Advances in computer processing power have compensated for the inherent intensive calculations required for complex simulation scenarios. The main components of the leading game-engines have been released for user modifications, enabling game enthusiasts and amateur programmers to advance the state-of-the-art in AI and computer simulation technologies. It is now possible to simulate sophisticated and realistic conflict situations in order to evaluate the impact of non-lethal devices as well as conflict resolution procedures using such devices. Simulations can reduce training costs as end users: learn what a device does and doesn't do prior to use, understand responses to the device prior to deployment, determine if the device is appropriate for their situational responses, and train with new devices and techniques before purchasing hardware. This paper will present the status of SARA's mission simulation development activities, based on the Half-Life gameengine, for the purpose of evaluating the latest non-lethal weapon devices, and for developing training tools for such devices.

  4. Codependency in nursing: using a simulation/gaming teaching method.

    Science.gov (United States)

    Farnsworth, B J; Thomas, K J

    1993-01-01

    Practicing nurses can benefit by learning to differentiate their caretaking (potentially destructive) from their caregiving (constructive) behaviors, and by learning strategies to facilitate caregiving. A new simulation/game was developed to assist nurses to recognize codependent behaviors in themselves and others and to practice some alternative patterns of behavior. This team-based simulation/game, "The Climb," uses the metaphor of a mountain-climbing expedition. The experiences of the journey promote dynamic insights into the consequences of codependency in the professional and personal lives of the nurse.

  5. Buffered Simulation Games for Büchi Automata

    Directory of Open Access Journals (Sweden)

    Milka Hutagalung

    2014-05-01

    Full Text Available Simulation relations are an important tool in automata theory because they provide efficiently computable approximations to language inclusion. In recent years, extensions of ordinary simulations have been studied, for instance multi-pebble and multi-letter simulations which yield better approximations and are still polynomial-time computable. In this paper we study the limitations of approximating language inclusion in this way: we introduce a natural extension of multi-letter simulations called buffered simulations. They are based on a simulation game in which the two players share a FIFO buffer of unbounded size. We consider two variants of these buffered games called continuous and look-ahead simulation which differ in how elements can be removed from the FIFO buffer. We show that look-ahead simulation, the simpler one, is already PSPACE-hard, i.e. computationally as hard as language inclusion itself. Continuous simulation is even EXPTIME-hard. We also provide matching upper bounds for solving these games with infinite state spaces.

  6. Some Results on Ethnic Conflicts Based on Evolutionary Game Simulation

    CERN Document Server

    Qin, Jun; Wu, Hongrun; Liu, Yuhang; Tong, Xiaonian; Zheng, Bojin

    2014-01-01

    The force of the ethnic separatism, essentially origining from negative effect of ethnic identity, is damaging the stability and harmony of multiethnic countries. In order to eliminate the foundation of the ethnic separatism and set up a harmonious ethnic relationship, some scholars have proposed a viewpoint: ethnic harmony could be promoted by popularizing civic identity. However, this viewpoint is discussed only from a philosophical prospective and still lack supports of scientific evidences. Because ethic group and ethnic identity are products of evolution and ethnic identity is the parochialism strategy under the perspective of game theory, this paper proposes an evolutionary game simulation model to study the relationship between civic identity and ethnic conflict based on evolutionary game theory. The simulation results indicate that: 1) the ratio of individuals with civic identity has a positive association with the frequency of ethnic conflicts; 2) ethnic conflict will not die out by killing all ethni...

  7. Serious Games and Simulation as Tools for Education

    Directory of Open Access Journals (Sweden)

    Luca Mori

    2012-06-01

    Full Text Available The increasing adoption of computer-based “serious games” as digital tools for education requires to address the question about the role of simulation in teaching and learning process. Whereas many recent studies have stressed the benefits of digital games in a variety of learning contexts, this paper approaches the problem of misuse and limitations of computer-based simulations, and argues that we still need to understand when a digital serious game is actually better than other non-computer-based simulation experiences. Considering that the distinction between the two types of simulation does not mean that they are incompatible, the final question that I address regards the best ways to correlate computer-based and non-computer-based simulation techniques.

  8. The Effects of Computer-Simulation Game Training on Participants' Opinions on Leadership Styles

    Science.gov (United States)

    Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno

    2013-01-01

    The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…

  9. The Effects of Computer-Simulation Game Training on Participants' Opinions on Leadership Styles

    Science.gov (United States)

    Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno

    2013-01-01

    The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…

  10. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  11. NVidia Tutorial

    CERN Document Server

    CERN. Geneva; MESSMER, Peter; DEMOUTH, Julien

    2015-01-01

    This tutorial will present Caffee, a powerful Python library to implement solutions working on CPUs and GPUs, and explain how to use it to build and train Convolutional Neural Networks using NVIDIA GPUs. The session requires no prior experience with GPUs or Caffee.

  12. Gaming-Simulations in the Teaching of Urban Sociology.

    Science.gov (United States)

    Duke, Richard D.; And Others

    It is time that sociology made use of the increasingly popular teaching device of linking computer simulation and gaming. It is needed because in teaching courses in urban sociology, human ecology, and urban planning, we have found that: a) most class exercises present the community as a statis phenomenon; b) there is no quick and easy way to…

  13. The organisation of transactions : studying supply networkd using gaming simulation

    NARCIS (Netherlands)

    Meijer, S.A.

    2009-01-01

    This book studies the organisation of transactions in supply networks. More specifically it investigates the influence of social structure on the mode of organisation in supply networks. To gain new insights, the results in this book have been gathered using gaming simulation as a research method. A

  14. The organisation of transactions : studying supply networkd using gaming simulation

    NARCIS (Netherlands)

    Meijer, S.A.

    2009-01-01

    This book studies the organisation of transactions in supply networks. More specifically it investigates the influence of social structure on the mode of organisation in supply networks. To gain new insights, the results in this book have been gathered using gaming simulation as a research method. A

  15. In-class Simulations of the Iterated Prisoner's Dilemma Game.

    Science.gov (United States)

    Bodo, Peter

    2002-01-01

    Developed a simple computer program for the in-class simulation of the repeated prisoner's dilemma game with student-designed strategies. Describes the basic features of the software. Presents two examples using the program to teach the problems of cooperation among profit-maximizing agents. (JEH)

  16. USA Stratified Monopoly: A Simulation Game about Social Class Stratification

    Science.gov (United States)

    Fisher, Edith M.

    2008-01-01

    Effectively teaching college students about social class stratification is a difficult challenge. Explanations for this difficulty tend to focus on the students who often react with resistance, paralysis, or rage. Sociologists have been using games and simulations as alternative methods for several decades to teach about these sensitive subjects.…

  17. Centerstage: A Simulation Game for Teacher Center Policy Boards.

    Science.gov (United States)

    Riley, Roberta D.; Robinson, Bryan E.

    According to legislation, a teacher center governing board should be composed of a majority of elementary and secondary teachers, including those from the special and the vocational fields; representatives from local institutions of higher education; and the school board. A simulation game, designed to provide board members with an understanding…

  18. Virtual Worlds, Simulations, and Games for Education: A Unifying View

    Science.gov (United States)

    Aldrich, Clark

    2009-01-01

    While there is some overlap in the uses and structures of virtual worlds, games, and simulations and the three often look similar, their differences are profound. Clark Aldrich presents a taxonomy of virtual environments that recognizes both the distinctions and the similarities among virtual environments for learning. All three, he suggests, are…

  19. Incorporating Customer Lifetime Value into Marketing Simulation Games

    Science.gov (United States)

    Cannon, Hugh M.; Cannon, James N.; Schwaiger, Manfred

    2010-01-01

    Notwithstanding the emerging prominence of customer lifetime value (CLV) and customer equity (CE) in the marketing literature during the past decade, virtually nothing has been done to address these concepts in the literature on simulation and gaming. This article addresses the failing, discussing the nature of CLV and CE and demonstrating how…

  20. The Role of Semantics in Games and Simulations

    NARCIS (Netherlands)

    Kraker, J.K. de.; Smelik, R.M.; Tutenel, T.; Bidarra, R.

    2008-01-01

    Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity of virtual worlds for games and simulations. However, current practices in the design and development of virtual worlds mostly resemble high-tech variants of traditional handcrafts, resulting in

  1. [Development of integrated clinical abilities by simulated patient assisted problem-based learning tutorial].

    Science.gov (United States)

    Norose, Takahiko

    2013-01-01

    In Hokkaido Pharmaceutical University, problem-based learning (PBL) has been introduced as a part of the laboratory and practice curriculum for all school years to promote active learning skills and enhance students' problem-solving ability. The PBL program at our school has been developed using a tutorial study based on scenarios and learning strategies, such as experiments and/or standardized patients (SPs) and role-playing, according to students' developmental stage and learning objectives. The course "Practice VIII/Principles of Clinical Communication" for the fifth-grade students is an example of the new PBL program to improve students' clinical communication skills and ability to design a care plan for patients. We divided 196 students into 49 groups (each group had 4 members). We used the large-class PBL model, in which the students had discussions with several facilitators. The students were presented with a patient-case scenario, in which they were first provided with a brief background of the patient. Afterward, students interviewed SPs to obtain detailed information, based on which a care plan was designed for each patient. Students role-played with SPs as a part of patient support, consulted using the patient care plan, and made Subjective information, Objective information, Assessment, and Plan (SOAP) notes at the end. Some students commented that the PBL program was very helpful in understanding how to design a patient care plan and that they understood the importance of communication in obtaining information for designing a patient care plan.

  2. DJ Sim: a virtual reality DJ simulation game

    Science.gov (United States)

    Tang, Ka Yin; Loke, Mei Hwan; Chin, Ching Ling; Chua, Gim Guan; Chong, Jyh Herng; Manders, Corey; Khan, Ishtiaq Rasool; Yuan, Miaolong; Farbiz, Farzam

    2009-02-01

    This work describes the process of developing a 3D Virtual Reality (VR) DJ simulation game intended to be displayed on a stereoscopic display. Using a DLP projector and shutter glasses, the user of the system plays a game in which he or she is a DJ in a night club. The night club's music is playing, and the DJ is "scratching" in correspondence to this music. Much in the flavor of Guitar Hero or Dance Dance Revolution, a virtual turntable is manipulated to project information about how the user should perform. The user only needs a small set of hand gestures, corresponding to the turntable scratch movements to play the game. As the music plays, a series of moving arrows approaching the DJ's turntable instruct the user as to when and how to perform the scratches.

  3. A simulation instructor's handbook: the learning game

    National Research Council Canada - National Science Library

    Carson-Jackson, J

    2010-01-01

    Types of training aids -- Part 1: Deciding training needs -- Objectives -- Approaches to training -- Ten teaching techniques -- Individual learning strategies -- Learner participation -- The simulator -- Role of the instructor...

  4. TMVA tutorial

    CERN Document Server

    CERN. Geneva; VOSS, Helge

    2015-01-01

    This tutorial will both give an introduction on how to use TMVA in root6 and showcase some new features, such as modularity, variable importance, interfaces to R and python. After explaining the basic functionality, the typical steps required during a real life application (such as variable selection, pre-processing, tuning and classifier evaluation) will be demonstrated on simple examples. First part of the tutorial will use the usual Root interface (please make sure you have Root 6.04 installed somewhere). The second part will utilize the new server notebook functionality of Root as a Service. If you are within CERN but outside the venue or outside CERN please consult the notes attached.

  5. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    Science.gov (United States)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  6. Training and learning for crisis management using a virtual simulation/gaming environment

    NARCIS (Netherlands)

    Walker, W.E.; Giddings, J.; Armstrong, S.

    2011-01-01

    Recent advances in computers, networking, and telecommunications offer new opportunities for using simulation and gaming as methodological tools for improving crisis management. It has become easy to develop virtual environments to support games, to have players at distributed workstations interacti

  7. Limitations of cooperation strategy – case of board games and simulation games

    Directory of Open Access Journals (Sweden)

    Michał Mijal

    2014-03-01

    Full Text Available Purpose: The aim of this paper was to investigate determinants of choosing negotiation strategies in simulation and board games. Methodology: The authors decided to use the standardized interview to get fi rst-thought answer fast. As respondents group of students from the Faculty of Management, University of Warsaw was chosen. Findings: Research material confi rms that confrontational strategy is the most popular one which was usually justifi ed by the actions of the opponents. Some of the participants took into their considerations also personal value hierarchy and the results of previous games. Nevertheless almost all students declared that their approach to negotiations was cooperative as well as integrative. Negotiators usually do not consider negotiations as a holistic process with a variable sum of winnings but they tend to focus rather on their own result. Moreover, distributive or confrontational negotiations are so strongly rooted in participants’ consciousness that abandoning this pattern requires a signifi cant theoretical and empirical knowledge on confl ict management. Originality: The paper is unique in terms of application of board games for defi ning determinants of the strategy-setting in negotiation games.

  8. Simulation Gaming in the Managerial Economics Course.

    Science.gov (United States)

    Keating, Barry

    1979-01-01

    Describes simulation in a managerial economics course in which students were placed in the position of the top management team of a business firm and were required to make decisions in a number of functional areas: production, scheduling, pricing, budgeting, and government relations. (Author/KC)

  9. Simulation Gaming in the Managerial Economics Course.

    Science.gov (United States)

    Keating, Barry

    1979-01-01

    Describes simulation in a managerial economics course in which students were placed in the position of the top management team of a business firm and were required to make decisions in a number of functional areas: production, scheduling, pricing, budgeting, and government relations. (Author/KC)

  10. Possibilities and importance of using computer games and simulations in educational process

    Directory of Open Access Journals (Sweden)

    Danilović Mirčeta S.

    2003-01-01

    Full Text Available 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 student assumes a new identity, identifies himself with another personality and responds similarly. Game rules are basic and most important conditions for its existence, accomplishment and goal achievement. Games and simulations make possible for a student to acquire experience and practice i.e. to do exercises in nearly similar or identical life situations, to develop cognitive and psycho-motor abilities and skills, to acquire knowledge, to develop, create and change attitudes and value criteria, and to develop perception of other people’s feelings and attitudes. It is obligatory for the teacher to conduct preparations to use and apply simulation games in the process of teaching.

  11. The use of digital games and simulators in veterinary education: an overview with examples

    NARCIS (Netherlands)

    de Bie, M.; Lipman, L.J.A.|info:eu-repo/dai/nl/14008651X

    2012-01-01

    In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The

  12. The use of digital games and simulators in veterinary education: an overview with examples

    NARCIS (Netherlands)

    de Bie, M.; Lipman, L.J.A.

    2012-01-01

    In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The differen

  13. Health care planning and education via gaming-simulation: a two-stage experiment.

    Science.gov (United States)

    Gagnon, J H; Greenblat, C S

    1977-01-01

    A two-stage process of gaming-simulation design was conducted: the first stage of design concerned national planning for hemophilia care; the second stage of design was for gaming-simulation concerning the problems of hemophilia patients and health care providers. The planning design was intended to be adaptable to large-scale planning for a variety of health care problems. The educational game was designed using data developed in designing the planning game. A broad range of policy-makers participated in the planning game.

  14. [Current state of training in pharmacy education using a problem-based learning/tutorial model with simulated patients and standardized patients at National University Corporation].

    Science.gov (United States)

    Irie, Tetsumi; Nitta, Atsumi; Akaike, Akinori

    2012-01-01

    Simulated/standardized patient-based (SP) education and problem-based learning (PBL) tutorial education become a powerful tool to heighten the pharmacy students' will to learn in order to cultivate the responsibility to contribute to public health and welfare as a clinical professional and to facilitate students' competences to solve problems by themselves. What this program is trying to do is: 1) to establish the system to train, educate and supply SP who are effective in the training and education of pharmacy students in close cooperation with the medical schools and their affiliated hospitals; 2) to improve the quality of the current PBL tutorial education and thereby establish it as an advanced education program in the education of senior students. We carried out the questionnaire to National University Corporation which establishes a school of pharmacy, as to the training and education of SP. The analysis of the answers to the questionnaire revealed the present status of SP in the Pharmaceutical Objective Structured Clinical Examination (OSCE) in the Pharmaceutical Common Achievement Test, and the existence of the problems on how to standardize SP as well as how to cover such expenses. Furthermore, the activity of the first year consisted of the exchange and sharing of information regarding the existing method of training and education of SP and PBL tutorial education and the identification of the problems to be solved in order to improve the quality of the educational program.

  15. A Ten-Step Design Method for Simulation Games in Logistics Management

    NARCIS (Netherlands)

    Fumarola, M.; Van Staalduinen, J.P.; Verbraeck, A.

    2011-01-01

    Simulation games have often been found useful as a method of inquiry to gain insight in complex system behavior and as aids for design, engineering simulation and visualization, and education. Designing simulation games are the result of creative thinking and planning, but often not the result of a

  16. It's All in the Game: How to Use Simulation-Games for Competitive Intelligence and How to Support Them by ICT

    NARCIS (Netherlands)

    Achterbergh, J.M.I.M.; Vriens, D.J.

    2004-01-01

    In this chapter, we explore the role of simulation games for intelligence activities. Although games have been used in intelligence activities, the contribution of building and using simulation games to Competitive Intelligence has, to our knowledge, not been examined thoroughly. In this chapter we

  17. How MESSENGER Meshes Simulations and Games with Citizen Science

    Science.gov (United States)

    Hirshon, B.; Chapman, C. R.; Edmonds, J.; Goldstein, J.; Hallau, K. G.; Solomon, S. C.; Vanhala, H.; Weir, H. M.; Messenger Education; Public Outreach (Epo) Team

    2010-12-01

    How MESSENGER Meshes Simulations and Games with Citizen Science In the film The Last Starfighter, an alien civilization grooms their future champion—a kid on Earth—using a video game. As he gains proficiency in the game, he masters the skills he needs to pilot a starship and save their civilization. The NASA MESSENGER Education and Public Outreach (EPO) Team is using the same tactic to train citizen scientists to help the Science Team explore the planet Mercury. We are building a new series of games that appear to be designed primarily for fun, but that guide players through a knowledge and skill set that they will need for future science missions in support of MESSENGER mission scientists. As players score points, they gain expertise. Once they achieve a sufficiently high score, they will be invited to become participants in Mercury Zoo, a new program being designed by Zooniverse. Zooniverse created Galaxy Zoo and Moon Zoo, programs that allow interested citizens to participate in the exploration and interpretation of galaxy and lunar data. Scientists use the citizen interpretations to further refine their exploration of the same data, thereby narrowing their focus and saving precious time. Mercury Zoo will be designed with input from the MESSENGER Science Team. This project will not only support the MESSENGER mission, but it will also add to the growing cadre of informed members of the public available to help with other citizen science projects—building on the concept that engaged, informed citizens can help scientists make new discoveries. The MESSENGER EPO Team comprises individuals from the American Association for the Advancement of Science (AAAS); Carnegie Academy for Science Education (CASE); Center for Educational Resources (CERES) at Montana State University (MSU) - Bozeman; National Center for Earth and Space Science Education (NCESSE); Johns Hopkins University Applied Physics Laboratory (JHU/APL); National Air and Space Museum (NASM); Science

  18. Molecular dynamics simulations through GPU video games technologies

    Science.gov (United States)

    Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia

    2016-01-01

    Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations. PMID:27525251

  19. Physics for JavaScript games, animation, and simulations with HTML5 Canvas

    CERN Document Server

    Dobre, Adrian

    2014-01-01

    Have you ever wanted to include believable physical behaviors in your games and projects to give them that extra edge? Physics for JavaScript Games, Animation, and Simulations teaches you how to incorporate real physics, such as gravity, friction, and buoyancy, into your HTML5 games, animations, and simulations. It also includes more advanced topics, such as particle systems, which are essential for creating effects such as sparks or smoke. The book also addresses the key issue of balancing accuracy and simplicity in your games and simulations, and the final chapters provide you with the infor

  20. The use of digital games and simulators in veterinary education: an overview with examples.

    Science.gov (United States)

    de Bie, M H; Lipman, L J A

    2012-01-01

    In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The different types of game-based learning (GBL)-varying from simple interactive computer board games to more complex virtual simulation strategies-will be discussed as well as the benefits, possibilities, and limitations of the educational use of games. The real breakthrough seems to be a few years away. Technological developments in the future might diminish the limitations and stumbling blocks that currently exist. Consequently, educational games will play a new and increasingly important role in the future veterinary curriculum, providing an attractive and useful way of learning.

  1. Design and task analysis for a game-based shiphandling simulator using an open source game engine (DELTA3D)

    OpenAIRE

    de Moraes, Claudio Coreixas

    2011-01-01

    Approved for public release; distribution is unlimited plication designed to reduce the knowledge gap between classroom instruction and hands-on training onboard naval academy training boats (YPs). The goal was to develop a proof-of concept game-based simulator that uses 3D graphics to replicate basic tasks executed onboard the YPs. Two missions were selected for a brief task analysis study to determine the design of the respective game scenario and requirements. The design process involve...

  2. The Effect of Simulation Games on the Learning of Computational Problem Solving

    Science.gov (United States)

    Liu, Chen-Chung; Cheng, Yuan-Bang; Huang, Chia-Wen

    2011-01-01

    Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed…

  3. Virtual Simulations and Serious Games in a Laptop-Based University: Gauging Faculty and Student Perceptions

    Science.gov (United States)

    Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam

    2011-01-01

    Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…

  4. Nursing Students' Experiential Learning Processes Using an Online 3D Simulation Game

    Science.gov (United States)

    Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina

    2017-01-01

    The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…

  5. Virtual Simulations and Serious Games in a Laptop-Based University: Gauging Faculty and Student Perceptions

    Science.gov (United States)

    Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam

    2011-01-01

    Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…

  6. Nursing Students' Experiential Learning Processes Using an Online 3D Simulation Game

    Science.gov (United States)

    Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina

    2017-01-01

    The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…

  7. Simulation and gaming as a support tool for lean manufacturing systems - a case example from industry

    NARCIS (Netherlands)

    van der Zee, DJ; Slomp, J; Kuhl, M.E.; Steiger, N.M.; Armstrong, F.B.; Joines, J.

    2005-01-01

    In this article we illustrate how simulation and gaming can be used to support lean manufacturing systems. More in particular we study a case example from industry - a manual assembly line for mail-inserting systems - for which we have developed a simulation game. This paper focuses on the developme

  8. Simulation and gaming as a support tool for lean manufacturing systems - a case example from industry

    NARCIS (Netherlands)

    van der Zee, DJ; Slomp, J; Kuhl, M.E.; Steiger, N.M.; Armstrong, F.B.; Joines, J.

    2005-01-01

    In this article we illustrate how simulation and gaming can be used to support lean manufacturing systems. More in particular we study a case example from industry - a manual assembly line for mail-inserting systems - for which we have developed a simulation game. This paper focuses on the

  9. Using elements of game engine architecture to simulate sensor networks for eldercare.

    Science.gov (United States)

    Godsey, Chad; Skubic, Marjorie

    2009-01-01

    When dealing with a real time sensor network, building test data with a known ground truth is a tedious and cumbersome task. In order to quickly build test data for such a network, a simulation solution is a viable option. Simulation environments have a close relationship with computer game environments, and therefore there is much to be learned from game engine design. In this paper, we present our vision for a simulated in-home sensor network and describe ongoing work on using elements of game engines for building the simulator. Validation results are included to show agreement on motion sensor simulation with the physical environment.

  10. Analysis of Child Computer Interaction in Edutainment and Simulation Games Application on Android Platform in Indonesia

    Directory of Open Access Journals (Sweden)

    Setia Wirawan

    2013-08-01

    Full Text Available Child Computer Interaction (CCI has become a challenge in utilizing the technology as education media. The increasing number of children, who use advanced gadgets in Indonesia such as smartphones and tablet PCs, provides a new space for developing interactive educational game application for kids. Indonesia is a country with the biggest number of Android-based game application downloaders in the world of service providers. Modeling serious game that has been chosen to deliver the concept is Edutainment and Simulation Games. This paper will analyze and review the application of the two concepts of the game, using data on the ranking from one of the top application service providers in analytic applications. The game application developers are expected to understand CCI and develop applications concepts that suit the needs of children in Indonesia. This will create market opportunities in the Indonesian game industry in the future.

  11. D.E.E.P. Learning: Promoting Informal STEM Learning through Ocean Research Simulation Games

    Science.gov (United States)

    Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.; Keen, C. S.; Matthews, J.; Nsf Ooi-Ci Education; Public Engagement Team

    2010-12-01

    It is generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). But the research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind the same efforts for games created for the purpose of entertainment. Our group is attempting to capitalize on the facts that games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, by developing effective and engaging simulation games that promote Science, Technology, Engineering and Mathematics (STEM) literacy in informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). In particular, we are developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit, which engage ISEI visitors in the exploration and understanding of the deep-sea environment. Known as Deep-sea Extreme Environment Pilot (D.E.E.P.), the games place players in the role of piloting a remotely-operated vehicle (ROV) to complete science-based objectives associated with the exploration of ocean observing systems and hydrothermal vent environments. In addition to creating a unique educational product, our efforts are intended to identify 1) the key elements of a successful STEM-based simulation game experience in an informal science education institution, and 2) which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment. We will share our progress to date, including formative assessment results from testing the game prototypes at Birch Aquarium at Scripps, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM

  12. Classic-Simulation Android Based Game of Fly and Learn in Elementary School Level

    Directory of Open Access Journals (Sweden)

    Diana

    2015-12-01

    Full Text Available The purpose of this research is to design classic simulation game application of Fly and Learn which is a mobile gaming application based on android smartphone that aims to provide children in elementary school level to learn with ease through a game. Fly and Learn is a classic simulation game which has a specific purpose to introduce the game of the plane where the children play as a pilot by a plane ride and also to train them in answering questions quickly and accurately on the way. The method used in this research is the waterfall model. The results achieved in the form of an application that can make a learning media for elementary school level students through the medium of game based on android. The conclusion of this research is that the created application successfully attracts students interest thus helping their learning process.

  13. Irrigation water policy analysis using a business simulation game

    Science.gov (United States)

    Buchholz, M.; Holst, G.; Musshoff, O.

    2016-10-01

    Despite numerous studies on farmers' responses to changing irrigation water policies, uncertainties remain about the potential of water pricing schemes and water quotas to reduce irrigation. Thus far, policy impact analysis is predominantly based upon rational choice models that assume behavioral assumptions, such as a perfectly rational profit-maximizing decision maker. Also, econometric techniques are applied which could lack internal validity due to uncontrolled field data. Furthermore, such techniques are not capable of identifying ill-designed policies prior to their implementation. With this in mind, we apply a business simulation game for ex ante policy impact analysis of irrigation water policies at the farm level. Our approach has the potential to reveal the policy-induced behavioral change of the participants in a controlled environment. To do so, we investigate how real farmers from Germany, in an economic experiment, respond to a water pricing scheme and a water quota intending to reduce irrigation. In the business simulation game, the participants manage a "virtual" cash-crop farm for which they make crop allocation and irrigation decisions during several production periods, while facing uncertain product prices and weather conditions. The results reveal that a water quota is able to reduce mean irrigation applications, while a water pricing scheme does not have an impact, even though both policies exhibit equal income effects for the farmers. However, both policies appear to increase the variation of irrigation applications. Compared to a perfectly rational profit-maximizing decision maker, the participants apply less irrigation on average, both when irrigation is not restricted and when a water pricing scheme applies. Moreover, the participants' risk attitude affects the irrigation decisions.

  14. Security Analysis of Selected AMI Failure Scenarios Using Agent Based Game Theoretic Simulation

    Energy Technology Data Exchange (ETDEWEB)

    Abercrombie, Robert K [ORNL; Schlicher, Bob G [ORNL; Sheldon, Frederick T [ORNL

    2014-01-01

    Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. We concentrated our analysis on the Advanced Metering Infrastructure (AMI) functional domain which the National Electric Sector Cyber security Organization Resource (NESCOR) working group has currently documented 29 failure scenarios. The strategy for the game was developed by analyzing five electric sector representative failure scenarios contained in the AMI functional domain. From these five selected scenarios, we characterize them into three specific threat categories affecting confidentiality, integrity and availability (CIA). The analysis using our ABGT simulation demonstrates how to model the AMI functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the AMI network with respect to CIA.

  15. SIMULATIONS AND GAMES IN MANAGEMENT EDUCATION: TOWARDS A MULTI-DIMENSIONAL EXPERIENCE

    Directory of Open Access Journals (Sweden)

    Jorge Paulo Sequeira

    2013-06-01

    Full Text Available Games and simulations have been used in the field of education for many years, particularly in the areas of business, training staff in financial and economic skills, combat training and war gaming. Internet-based games are also commonly used in the areas of education, business and policy to provide a safe but realistic experience of the real world. This paper explores some of the rationale that a team of lecturers at the Lisbon School of Accounting and Administration (ISCAL think should underpin simulation and game usage in an educational context, specifically in management education. Our aim with this work is about promoting learning and knowledge building through one of the latest evolved socio-cultural artifact: online simulations and games.

  16. Developing and Implementing an Internet-Based Financial System Simulation Game.

    Science.gov (United States)

    Santos, Joseph

    2002-01-01

    Describes the Financial System Simulator game, an Internet-based, interactive teaching aid that introduces undergraduate students to the domestic and international consequences of monetary policy. States that student surveys indicate the game keeps learners motivated and interested and helps them understand monetary policy. (JEH)

  17. Usability Assessment of E-Café Operational Management Simulation Game

    Science.gov (United States)

    Chang, Chiung-sui; Huang, Ya-Ping

    2013-01-01

    To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…

  18. Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture

    Science.gov (United States)

    Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne

    2017-01-01

    This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…

  19. An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education

    Science.gov (United States)

    Wiggins, Bradley E.

    2016-01-01

    This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…

  20. Dewey and Video Games: From Education through Occupations to Education through Simulations

    Science.gov (United States)

    Waddington, David I.

    2015-01-01

    Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…

  1. Validity of a Simulation Game as a Method for History Teaching

    Science.gov (United States)

    Corbeil, Pierre; Laveault, Dany

    2011-01-01

    The aim of this research is, first, to determine the validity of a simulation game as a method of teaching and an instrument for the development of reasoning and, second, to study the relationship between learning and students' behavior toward games. The participants were college students in a History of International Relations course, with two…

  2. The Game of Social Life: An Assessment of a Multidimensional Poverty Simulation

    Science.gov (United States)

    Bramesfeld, Kosha D.; Good, Arla

    2015-01-01

    This article presents the development of a new simulation activity, the Game of Social Life. The activity introduces students to concepts of social stratification based on multiple dimensions of poverty, including inequalities related to housing, education, occupational status, social power, and health outcomes. The game was administered to…

  3. An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education

    Science.gov (United States)

    Wiggins, Bradley E.

    2016-01-01

    This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…

  4. GARBAGE: A Card Game That Simulates the Trade-Off between Competition and Concern.

    Science.gov (United States)

    Thiagarajan, Sivasailam

    1991-01-01

    Describes a simulation card game involved with the dumping of hazardous wastes that was designed to explore the trade-off between industrial competition and social concern. Steps of play are described for the game, which is called GARBAGE, and debriefing techniques are suggested, including an affective phase and a cognitive phase. (LRW)

  5. The Importance and Use of Targeted Content Knowledge with Scaffolding Aid in Educational Simulation Games

    Science.gov (United States)

    Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying

    2013-01-01

    While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…

  6. Effects of the Heterogeneity of Game Complexity and User Population in Learning Performance of Business Simulation Games

    Science.gov (United States)

    Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin

    2012-01-01

    Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…

  7. Increasing student engagement and retention using immersive interfaces virtual worlds, gaming and simulation

    CERN Document Server

    Wankel, Charles

    2012-01-01

    Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage facu...

  8. Development of a Car Racing Simulator Game Using Artificial Intelligence Techniques

    Directory of Open Access Journals (Sweden)

    Marvin T. Chan

    2015-01-01

    Full Text Available This paper presents a car racing simulator game called Racer, in which the human player races a car against three game-controlled cars in a three-dimensional environment. The objective of the game is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. To ensure that this objective can be accomplished, the game incorporates artificial intelligence (AI techniques, which enable the cars to be controlled in a manner that mimics natural driving. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the AI techniques that were implemented in the development of Racer. A comparison of the AI techniques implemented in the Unity platform with traditional AI search techniques is also included in the discussion.

  9. ERG--Energy Resources Game: Simulation Gaming of Regional Energy Management

    Science.gov (United States)

    Wolf, Lyle P.; Laessig, Robert E.

    1973-01-01

    ERG--the Energy Resources Game--is a computer based game which explores questions regarding regional energy supply and demand, such as population and economic growth goals; acceptable levels of dependence on imported energy; and acceptable levels of environmental impact. (JA)

  10. CJS 211 Course Tutorial/TutorialRank

    OpenAIRE

    candice

    2015-01-01

    For more course tutorials visit www.tutorialrank.com Tutorial Purchased: 8 Times, Rating: A+   CJS 211 Week 1 Individual Assignment Ethical Dilemma Paper CJS 211 Week 1 DQ 1 CJS 211 Week 1 DQ 2 CJS 211 Week 2 Individual Assignment Ethical Dilemma Worksheet Law Enforcement CJS 211 Week 2 DQ 1 CJS 211 Week 2 DQ 2 CJS 211 Week 2 Team Assignment Ethical Decision Making Paper CJS 211 Week 3 Individual Assignment Ethical Dilemma Worksheet Prosecutors...

  11. Ergonomic aspects simulation digital online: an educational game proposal to promote environmental education.

    Science.gov (United States)

    Arbex, D F; Jappur, R; Selig, P; Varvakis, G

    2012-01-01

    This article addresses the ergonomic criteria that guide the construction of an educational game called Environmental Simulator. The focus is on environment navigation considering aspects of content architecture and its esthetics functionality.

  12. Hydration and urinary pseudoephedrine levels after a simulated team game.

    Science.gov (United States)

    Jolley, Daniel; Dawson, Brian; Maloney, Shane K; White, James; Goodman, Carmel; Peeling, Peter

    2014-06-01

    This study investigated the influence of dehydration on urinary levels of pseudoephedrine (PSE) after prolonged repeated effort activity. Fourteen athletes performed a simulated team game circuit (STGC) outdoors over 120 min under three different hydration protocols: hydrated (HYD), dehydrated (DHY) and dehydrated + postexercise fluid bolus (BOL). In all trials, a 60 mg dose of PSE was administered 30 min before trial and at half time of the STGC. Urinary PSE levels were measured before drug administration and at 90 min postexercise. In addition, body mass (BM) changes and urinary specific gravity (USG), osmolality (OSM), creatinine (Cr), and pH values were recorded. No differences in PSE levels were found 90 min postexercise between conditions (HYD: 208.5 ± 116.5; DHY: 238.9 ± 93.5; BOL: 195.6 ± 107.3 μg · ml(-1)), although large variations were seen within and between participants across conditions (range: 33-475 μg · ml(-1): ICC r = .03-0.16, p > .05). There were no differences between conditions in USG, OSM, pH or PSE/Cr ratio. In conclusion, hydration status did not influence urinary PSE levels after prolonged repeated effort activity, with ~70% of samples greater than the WADA limit (>150 μg · ml(-1)), and ~30% under. Due to the unpredictability of urinary PSE values, athletes should avoid taking any medications containing PSE during competition.

  13. Evaluating Motivation for the Use of an Electronic Health Record Simulation Game.

    Science.gov (United States)

    McLeod, Alexander; Hewitt, Barbara; Gibbs, David; Kristof, Caitlin

    2017-01-01

    Experiential learning via simulation offers a variety of benefits including reduced risks, repetitive exposure, and mastery of complex processes. How to motivate people to engage in and enjoy playing games is an important concept in the creation of serious games focused on learning new skills. This study sought to determine the motivators that increase users' pleasurable experience when playing an electronic health record simulation game. To examine how intrinsic and extrinsic motivation affected both engagement and enjoyment, we surveyed students of health professions at one university. Results indicate that while both forms of motivation are significant in increasing engagement and enjoyment, extrinsic motivation such as badges, points, and scoreboards were much more important than internal motivations for our participants. These findings have implications for the development of an electronic health record simulation game.

  14. Generating Consistent Program Tutorials

    DEFF Research Database (Denmark)

    Vestdam, Thomas

    2002-01-01

    In this paper we present a tool that supports construction of program tutorials. A program tutorial provides the reader with an understanding of an example program by interleaving fragments of source code and explaining text. An example program can for example illustrate how to use a library...

  15. EFFECTIVE ELECTRONIC TUTORIAL

    Directory of Open Access Journals (Sweden)

    Andrei A. Fedoseev

    2014-01-01

    Full Text Available The article analyzes effective electronic tutorials creation and application based on the theory of pedagogy. Herewith the issues of necessary electronic tutorial functional, ways of the educational process organization with the use of information and communication technologies and the logistics of electronic educational resources are touched upon. 

  16. 2014 CESM Tutorial

    Energy Technology Data Exchange (ETDEWEB)

    Holland, Marika

    2014-08-11

    The 2014 annual tutorial for the Community Earth System Model (CESM) was held on August 11-August 15, 2014 at the National Center for Atmospheric Research in Boulder, CO. It included lectures and practical sessions on numerous aspects of the CESM model. The proceedings submitted here include a description of the tutorial.

  17. A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise

    Science.gov (United States)

    Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank

    2010-01-01

    This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…

  18. A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise

    Science.gov (United States)

    Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank

    2010-01-01

    This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…

  19. Build a game with UDK

    CERN Document Server

    Sholler, Geoff

    2013-01-01

    A step-by-step tutorial to create an astounding game using the tools provided by UDK.This book is intended for people who aim to make an amazing virtual game with UDK. The goal of this book to give users a chance to expand their knowledge and create exciting games using the tools available.

  20. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

    An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

  1. IL web tutorials

    DEFF Research Database (Denmark)

    Hyldegård, Jette; Lund, Haakon

    2012-01-01

    The paper presents the results from a study on information literacy in a higher education (HE) context based on a larger research project evaluating 3 Norwegian IL web tutorials at 6 universities and colleges in Norway. The aim was to evaluate how the 3 web tutorials served students’ information...... seeking and writing process in an study context and to identify barriers to the employment and use of the IL web tutorials, hence to the underlying information literacy intentions by the developer. Both qualitative and quantitative methods were employed. A clear mismatch was found between intention...... and use of the web tutorials. In addition, usability only played a minor role compared to relevance. It is concluded that the positive expectations of the IL web tutorials tend to be overrated by the developers. Suggestions for further research are presented....

  2. Greenvec Game for Skin Conductivity Level (SCL Biofeedback Performance Simulator Using Galvanic Skin Response (GSR Sensor

    Directory of Open Access Journals (Sweden)

    A.Noraziah

    2015-02-01

    Full Text Available The increasing fame of biofeedback game has brought convenience to human life. More and more people rely on biofeedback game as an alternative medical treatment to overcome their stress problems. GreenVec Biofeedback Game (GVBG is a biofeedback game-based application that able to measure the skin conductivity of the player with an integration of Galvanic Skin Response (GSR sensor. The measurement of the skin conductivity is crucial as an indicator for human meditation improvement in terms of stress control. In addition, GVBG spread awareness on global green technology issues, specifically about the Electric Vehicles (EV topics to all users throughout the game process. The measured Skin Conductivity Level (SCL corresponds to the player’s awareness of the green EV through the GVBG Simulator. Furthermore, GVBGsimulates the biofeedback performance through the measured SCL. It creates a short report on the player’s SCL based on the GSR sensor data and the game results at the end of the game session. From the results, the awareness on the EV is high when the SCL is high, whereas the awareness on the EV is low when the SCL is low. Therefore, GVBG Simulator helps users to train accordingly in order to reduce stress while at the same time gain awareness on the green technology issues with EV.

  3. ID201202961, DOE S-124,539, Information Security Analysis Using Game Theory and Simulation

    Energy Technology Data Exchange (ETDEWEB)

    Abercrombie, Robert K [ORNL; Schlicher, Bob G [ORNL

    2012-01-01

    Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions are always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.

  4. War-gaming application for future space systems acquisition part 1: program and technical baseline war-gaming modeling and simulation approaches

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes static Bayesian game models with "Pure" and "Mixed" games for the development of an optimum Program and Technical Baseline (PTB) solution for affordable acquisition of future space systems. The paper discusses System Engineering (SE) frameworks and analytical and simulation modeling approaches for developing the optimum PTB solutions from both the government and contractor perspectives.

  5. Video games, cinema, Bazin, and the myth of simulated lived experience

    Directory of Open Access Journals (Sweden)

    Mark J.P. Wolf

    2015-09-01

    Full Text Available Video games theory has advanced far enough that we can use it to reevaluate film theory as a  result, en route to broader, transmedial theorizing. This essay looks particularly at how video  games can be seen as participating in and advancing Andre Bazin’s “Myth of Total Cinema”, and  perhaps recontextualzing it as the Myth of Simulated Lived Experience.

  6. Video games, cinema, Bazin, and the myth of simulated lived experience

    OpenAIRE

    Wolf, Mark J. P.

    2015-01-01

    Video games theory has advanced far enough that we can use it to reevaluate film theory as a  result, en route to broader, transmedial theorizing. This essay looks particularly at how video  games can be seen as participating in and advancing Andre Bazin’s “Myth of Total Cinema”, and  perhaps recontextualzing it as the Myth of Simulated Lived Experience.

  7. Experiential Learning in Vehicle Dynamics Education via Motion Simulation and Interactive Gaming

    Directory of Open Access Journals (Sweden)

    Kevin Hulme

    2009-01-01

    Full Text Available Creating active, student-centered learning situations in postsecondary education is an ongoing challenge for engineering educators. Contemporary students familiar with visually engaging and fast-paced games can find traditional classroom methods of lecture and guided laboratory experiments limiting. This paper presents a methodology that incorporates driving simulation, motion simulation, and educational practices into an engaging, gaming-inspired simulation framework for a vehicle dynamics curriculum. The approach is designed to promote active student participation in authentic engineering experiences that enhance learning about road vehicle dynamics. The paper presents the student use of physical simulation and large-scale visualization to discover the impact that design decisions have on vehicle design using a gaming interface. The approach is evaluated using two experiments incorporated into a sequence of two upper level mechanical engineering courses.

  8. Learning Physics with Digital Game Simulations in Middle School Science

    Science.gov (United States)

    Anderson, Janice L.; Barnett, Mike

    2013-12-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called Supercharged! on middle school students' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry-oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! The control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference, F(2,91) = 3.6, p positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment and the student interviews. This study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that game designers should embed meta-cognitive activities such as reflective opportunities into educational video games in order to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.

  9. Simulation/Gaming and the Acquisition of Communicative Competence in Another Language.

    Science.gov (United States)

    Garcia-Carbonell, Amparo; Rising, Beverly; Montero, Begona; Watts, Frances

    2001-01-01

    Discussion of communicative competence in second language acquisition focuses on a theoretical and practical meshing of simulation and gaming methodology with theories of foreign language acquisition, including task-based learning, interaction, and comprehensible input. Describes experiments conducted with computer-assisted simulations in…

  10. The Stock Market Game: A Simulation of Stock Market Trading. Grades 5-8.

    Science.gov (United States)

    Draze, Dianne

    This guide to a unit on a simulation game about the stock market contains an instructional text and two separate simulations. Through directed lessons and reproducible worksheets, the unit teaches students about business ownership, stock exchanges, benchmarks, commissions, why prices change, the logistics of buying and selling stocks, and how to…

  11. Supporting Crisis Simulations with the ARLearn Toolkit for Mobile Serious Games

    NARCIS (Netherlands)

    Ternier, Stefaan; Gonsalves, Atish; Tabuenca, Bernardo; De Vries, Fred; Specht, Marcus

    2013-01-01

    Ternier, S., Gonsalves, A., Tabuenca, B., De Vries, F., & Specht, M. (2013, August). Supporting Crisis Simulations with the ARLearn Toolkit for Mobile Serious Games. The Quarterly Journal, 12(1), 19–29. Retrieved from https://pfpconsortium.org/publication-article/supporting-crisis-simulations-arlear

  12. Web-Based Simulation Games for the Integration of Engineering and Business Fundamentals

    Science.gov (United States)

    Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael

    2017-01-01

    This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…

  13. Designing a Virtual Olympic Games Framework by Using Simulation in Web 2.0 Technologies

    Science.gov (United States)

    Stoilescu, Dorian

    2013-01-01

    Instructional simulation had major difficulties in the past for offering limited possibilities in practice and learning. This article proposes a link between instructional simulation and Web 2.0 technologies. More exactly, I present the design of the Virtual Olympic Games Framework (VOGF), as a significant demonstration of how interactivity in…

  14. The Stock Market Game: A Simulation of Stock Market Trading. Grades 5-8.

    Science.gov (United States)

    Draze, Dianne

    This guide to a unit on a simulation game about the stock market contains an instructional text and two separate simulations. Through directed lessons and reproducible worksheets, the unit teaches students about business ownership, stock exchanges, benchmarks, commissions, why prices change, the logistics of buying and selling stocks, and how to…

  15. Beat the Bourgeoisie: A Social Class Inequality and Mobility Simulation Game

    Science.gov (United States)

    Norris, Dawn R.

    2013-01-01

    Simulation games can help overcome student resistance to thinking structurally about social class inequality, meritocracy, and mobility. Most inequality simulations focus solely on economic inequality and omit social and cultural capital, both of which contribute to social class reproduction. Using a pretest/posttest design, the current study…

  16. Where Are We? An Analysis of the Methods and Focus of the Research on Simulation Gaming.

    Science.gov (United States)

    Butler, Richard J.; And Others

    1988-01-01

    Designed to determine whether research in simulation and gaming follows research design methodology and the degree to which research is directed toward learning outcomes measured by Bloom's taxonomy of educational objectives, this article examines studies reported in proceedings from the Association for Business Simulation and Experiential…

  17. IL web tutorials

    DEFF Research Database (Denmark)

    Hyldegård, Jette; Lund, Haakon

    2012-01-01

    The paper presents the results from a study on information literacy in a higher education (HE) context based on a larger research project evaluating 3 Norwegian IL web tutorials at 6 universities and colleges in Norway. The aim was to evaluate how the 3 web tutorials served students’ information...... seeking and writing process in an study context and to identify barriers to the employment and use of the IL web tutorials, hence to the underlying information literacy intentions by the developer. Both qualitative and quantitative methods were employed. A clear mismatch was found between intention...

  18. RELIABILITY OF A CONTACT AND NON-CONTACT SIMULATED TEAM GAME CIRCUIT

    Directory of Open Access Journals (Sweden)

    Tarveen K.R. Singh

    2010-12-01

    Full Text Available Most team sports are characterised by repeated short maximal sprint efforts interspersed with longer periods of active recovery or rest. Although a variety of testing protocols have been devised to simulate these activity patterns under controlled conditions, a common limitation is the lack of 'body contact' to simulate the tackling efforts seen in contact sports. Therefore, the purpose of this study was to assess the reliability of a simulated team game protocol with and without 'contact'. Eleven male, team-sport athletes (mean ± SD; age 22 ± 2 yr; BMI 23.0 ± 1.7 kg·m-2 completed four separate testing trials; two 'non-contact' trials (NCON and two 'contact' (CON trials of a simulated game to determine the reliability of a range of team sport performance indicators including repeated 15-m sprint time, vertical jump height, heart rate response and ratings of perceived exertion (RPE. The team game protocol involved four sets of 15-min of intermittent running around a circuit replicating the movement patterns observed in team sports, either with or without simulated contact. Within-subject reliability of each performance measure was determined by expressing the typical error of measurement as the coefficient of variation, as well as determining intra-class correlations. Both CON and NCON produced reliable results for a variety of team sport performance indicators including repeated 15-m sprint time, vertical jump height, heart rate response and RPE. Repeated sprint and jump performance declined over time throughout the simulated game (p < 0.05, while heart rate and RPE increased. There was no difference in these performance measures between CON and NCON protocols. As such, these simulated game protocols provide reliable options for assessing team game performance parameters in response to training or other interventions under controlled conditions

  19. Improving Simulated Annealing by Recasting it as a Non-Cooperative Game

    Science.gov (United States)

    Wolpert, David; Bandari, Esfandiar; Tumer, Kagan

    2001-01-01

    The game-theoretic field of COllective INtelligence (COIN) concerns the design of computer-based players engaged in a non-cooperative game so that as those players pursue their self-interests, a pre-specified global goal for the collective computational system is achieved "as a side-effect". Previous implementations of COIN algorithms have outperformed conventional techniques by up to several orders of magnitude, on domains ranging from telecommunications control to optimization in congestion problems. Recent mathematical developments have revealed that these previously developed game-theory-motivated algorithms were based on only two of the three factors determining performance. Consideration of only the third factor would instead lead to conventional optimization techniques like simulated annealing that have little to do with non-cooperative games. In this paper we present an algorithm based on all three terms at once. This algorithm can be viewed as a way to modify simulated annealing by recasting it as a non-cooperative game, with each variable replaced by a player. This recasting allows us to leverage the intelligent behavior of the individual players to substantially improve the exploration step of the simulated annealing. Experiments are presented demonstrating that this recasting improves simulated annealing by several orders of magnitude for spin glass relaxation and bin-packing.

  20. Change management in pharmacy: a simulation game and pharmacy leaders' rating of 35 barriers to change.

    Science.gov (United States)

    Guérin, Aurélie; Lebel, Denis; Hall, Kevin; Bussières, Jean-François

    2015-12-01

    The primary objective was to rank barriers to change in pharmacy practice. Our secondary objective was to create a simulation game to stimulate reflection and discussion on the topic of change management. The game was created by the authors and used during a symposium attended by 43 hospital pharmacy leaders from all regions of Canada (Millcroft Conference, Alton, Ontario, June 2013). The main theme of the conference was 'managing change'. The simulation game, the rating of 35 barriers to change and the discussion that followed provided an opportunity for hospital pharmacy leaders to reflect on potential barriers to change, and how change might be facilitated through the use of an organized approach to change, such as that described in Kotter's eight-step model. This simulation game, and the associated rating of barriers to change, provided an opportunity for a group of hospital pharmacy leaders in Canada to reflect on the challenges associated with managing change in the healthcare setting. This simulation game can be modified and used by pharmacy practitioners in other countries to help identify and rank barriers to change in their particular pharmacy practice setting. © 2015 Royal Pharmaceutical Society.

  1. Using Card Games to Simulate the Process of Natural Selection

    Science.gov (United States)

    Grilliot, Matthew E.; Harden, Siegfried

    2014-01-01

    In 1858, Darwin published "On the Origin of Species by Means of Natural Selection." His explanation of evolution by natural selection has become the unifying theme of biology. We have found that many students do not fully comprehend the process of evolution by natural selection. We discuss a few simple games that incorporate hands-on…

  2. The effects of video games on laparoscopic simulator skills

    NARCIS (Netherlands)

    Jalink, Maarten B.; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E. N.; ten Cate Hoedemaker, Henk O.

    2014-01-01

    BACKGROUND: Recently, there has been a growth in studies supporting the hypothesis that video games have positive effects on basic laparoscopic skills. This review discusses all studies directly related to these effects. DATA SOURCES: A search in the PubMed and EMBASE databases was performed using s

  3. A Game Simulation of Multilateral Trade for Classroom Use.

    Science.gov (United States)

    Thompson, Gary L.; Carter, Ronald L.

    An alternative to existing methods for teaching elementary economic geography courses was developed in a game format to teach the basic process of trade through role playing. Simplifying the complexities of multilateral trade to a few basic decisions and acts, the cognitive objectives are to develop in the student: 1) an understanding of regional…

  4. The effects of video games on laparoscopic simulator skills

    NARCIS (Netherlands)

    Jalink, Maarten B.; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E. N.; ten Cate Hoedemaker, Henk O.

    2014-01-01

    BACKGROUND: Recently, there has been a growth in studies supporting the hypothesis that video games have positive effects on basic laparoscopic skills. This review discusses all studies directly related to these effects. DATA SOURCES: A search in the PubMed and EMBASE databases was performed using s

  5. Enterprise games: creating and implementing a model to simulate logistics operations

    Directory of Open Access Journals (Sweden)

    Alander Ornellas Ornellas

    2008-07-01

    Full Text Available This work proposes an enterprise game model to simulate the main logistics operations in a supply chain. The need of a simple tool, but well structured and able to create a dynamic learning environment without making it too complex motivated this study and development. The work begins with a comparative analysis between the main reference models about enterprise logistics, included in the bibliography related to best practices in logistics decision-making. Then, concepts of simulation and games are described, its interrelations, characteristics and importance as learning method. The definition of the best practices is, then, used to guide the construction of the main characteristics for the proposed model. The results obtained show the efficacy of the model as a tool capable of creating a dynamic environment for learning purposes to complement traditional teaching techniques. Key-words: Enterprise Games, Supply Chain, Logistics, Simulation, Learning.

  6. Tragedy of the Commons Fisheries Management Simulation Game

    Science.gov (United States)

    Prothero, W. A.

    2011-12-01

    The goal of the "Fishing Game" is that students will understand some of the issues that occur when multiple stakeholders share, and profit from, common and finite resources. Garrett Hardin described this as "The Tragedy of the Commons." The global fisheries provide a timely example of the over-exploitation of a shared resource. The forests, our water supplies, and atmosphere are other examples of "commons" that we must manage effectively. The "Fishing Game" is loosely based on the "Fishbanks Game" of Dennis Meadows. The student plays against two virtual fishing companies in an effort to make as much money as possible, while exploring the management issues that arise when trying to sustain the fish population for future profits. The player selects each of four realistic management scenarios. These are 1) free for all, 2) limited fishing season, 3) marine reserves, and 4) catch shares. For each scenario the student makes decisions about how many ships to build and how many to send to each of two fishing areas. A simple population model works in the background to determine the catch and number of new fish that are added to the population through birth each year. The student sets the management parameters for each of the scenarios. A modeling tool is used to determine the optimum parameters for each management scenario. The player will quickly find that a single aggressive player whose profit motive trumps concern over the sustainability of the population will almost always win under all scenarios except the 4'th. When the season is limited, everybody fishes harder. With marine reserves, catches will drop, but the population will not disappear completely. Only catch shares sustain the population while providing reasonable long term profit for the fishing companies. For each management scenario, the player is asked a pre and a post play thought question. After all scenarios are played, the student can edit the post versions of the thought questions, plus several added

  7. Simulating the Tragedy of the Commons with the Fishing Game

    Science.gov (United States)

    Prothero, W. A.

    2009-12-01

    The "Tragedy of the Commons" (Garrett Hardin) exemplifies the challenges and conflicts that occur when a common resource is shared by multiple users whose motive is profit. The global fisheries provide a timely example of the over-exploitation of a shared resource. The "Fishing Game" was inspired by the "Fishbanks Game" of Dennis Meadows. The student plays against two virtual fishing companies in an effort to make as much money as possible, while exploring the management issues that arise when trying to sustain the fish population for future profits. The game is played with four realistic management scenarios. These are 1) free for all, 2) limited fishing season, 3) marine reserves, and 4) catch shares. For each scenario the student makes decisions about how many ships to build and how many to send to each of two fishing areas. A simple population model works in the background to determine the catch and number of new fish that are added to the population through birth each year. The student sets the management parameters for each of the scenarios. Each of the scenarios can be modeled by the student to determine the optimum parameters. The player will quickly find that a single aggressive player whose profit motive trumps concern over the sustainability of the population will almost always win under all scenarios except the 4’th. When the season is limited, everybody fishes harder. With marine reserves, catches will drop, but the population will not disappear completely. Only catch shares sustain the population while providing reasonable long term profit for the fishing companies. For each management scenario, the player is asked a pre and a post thought question asking what issues they think are relevant. After all scenarios are played, the student can edit the post versions of the thought questions, plus several added questions about their experience with the game. The game results and answers to the questions are then automatically emailed to the instructor, or

  8. Adult nutrition assessment tutorial

    Science.gov (United States)

    This tutorial presents a systematic approach to nutrition assessment based on a modern appreciation for the contributions of inflammation that serve as the foundation for newly proposed consensus definitions for malnutrition syndromes. Practical indicators of malnutrition and inflammation have been ...

  9. Using the Monopoly[R] Board Game as an In-Class Economic Simulation in the Introductory Financial Accounting Course

    Science.gov (United States)

    Shanklin, Stephen B.; Ehlen, Craig R.

    2007-01-01

    This paper discusses using the Monopoly[R] board game as an economic simulation exercise to reinforce an understanding of how the accounting cycle impacts financial statements used to evaluate management performance. This approach uses the rules and strategies of a familiar board game to create a simulation of business and economic realities,…

  10. The Role of Games and Simulations to Teach Abstract Concepts of Anarchy, Cooperation, and Conflict in World Politics

    Science.gov (United States)

    McCarthy, Mary M.

    2014-01-01

    Games and simulations are increasingly used in courses on international politics. This study explores the hypothesis that games are better than simulations (as well as only reading and lectures) in introducing students to abstract concepts integral to an understanding of world politics. The study compares a two-level Prisoner's Dilemma game…

  11. Scenario Based Education as a Framework for Understanding Students Engagement and Learning in a Project Management Simulation Game

    DEFF Research Database (Denmark)

    Misfeldt, Morten

    2015-01-01

    In this paper I describe s how students use a project management simulation game based on an attack‑defense mechanism where two teams of players compete by challenging each other⠒s projects. The project management simulation game is intended to be playe d by pre‑service construction workers and e...

  12. Using the Monopoly[R] Board Game as an In-Class Economic Simulation in the Introductory Financial Accounting Course

    Science.gov (United States)

    Shanklin, Stephen B.; Ehlen, Craig R.

    2007-01-01

    This paper discusses using the Monopoly[R] board game as an economic simulation exercise to reinforce an understanding of how the accounting cycle impacts financial statements used to evaluate management performance. This approach uses the rules and strategies of a familiar board game to create a simulation of business and economic realities,…

  13. The Role of Games and Simulations to Teach Abstract Concepts of Anarchy, Cooperation, and Conflict in World Politics

    Science.gov (United States)

    McCarthy, Mary M.

    2014-01-01

    Games and simulations are increasingly used in courses on international politics. This study explores the hypothesis that games are better than simulations (as well as only reading and lectures) in introducing students to abstract concepts integral to an understanding of world politics. The study compares a two-level Prisoner's Dilemma game…

  14. Scenario Based Education as a Framework for Understanding Students Engagement and Learning in a Project Management Simulation Game

    Science.gov (United States)

    Misfeldt, Morten

    2015-01-01

    In this paper I describe how students use a project management simulation game based on an attack-defense mechanism where two teams of players compete by challenging each other's projects. The project management simulation game is intended to be played by pre-service construction workers and engineers. The gameplay has two parts: a planning part,…

  15. Exploratory Play in Simulation Sandbox Games: A Review of What We Know about Why Players Act Crazy

    Science.gov (United States)

    Tornqvist, Dominicus

    2014-01-01

    There is a kind of seemingly nonsensical play behavior found in the simulation sandbox game genre. This behavior is very spontaneous and impulsive and associated with self-initiated learning, and here the author seeks to better understand what it is, and why it seems associated with simulation sandbox games. That is: What purpose does it serve,…

  16. Using VMD: an introductory tutorial.

    Science.gov (United States)

    Hsin, Jen; Arkhipov, Anton; Yin, Ying; Stone, John E; Schulten, Klaus

    2008-12-01

    VMD (Visual Molecular Dynamics) is a molecular visualization and analysis program designed for biological systems such as proteins, nucleic acids, lipid bilayer assemblies, etc. This unit will serve as an introductory VMD tutorial. We will present several step-by-step examples of some of VMD's most popular features, including visualizing molecules in three dimensions with different drawing and coloring methods, rendering publication-quality figures, animating and analyzing the trajectory of a molecular dynamics simulation, scripting in the text-based Tcl/Tk interface, and analyzing both sequence and structure data for proteins.

  17. Using VMD - An Introductory Tutorial

    Science.gov (United States)

    Hsin, Jen; Arkhipov, Anton; Yin, Ying; Stone, John E.; Schulten, Klaus

    2010-01-01

    VMD (Visual Molecular Dynamics) is a molecular visualization and analysis program designed for biological systems such as proteins, nucleic acids, lipid bilayer assemblies, etc. This unit will serve as an introductory VMD tutorial. We will present several step-by-step examples of some of VMD’s most popular features, including visualizing molecules in three dimensions with different drawing and coloring methods, rendering publication-quality figures, animate and analyze the trajectory of a molecular dynamics simulation, scripting in the text-based Tcl/Tk interface, and analyzing both sequence and structure data for proteins. PMID:19085979

  18. Publicly Open Virtualized Gaming Environment For Simulation of All Aspects Related to '100 Year Starship Study'

    Science.gov (United States)

    Obousy, R. K.

    2012-09-01

    Sending a mission to distant stars will require our civilization to develop new technologies and change the way we live. The complexity of the task is enormous [1] thus, the thought is to involve people from around the globe through the ``citizen scientist'' paradigm. The suggestion is a ``Gaming Virtual Reality Network'' (GVRN) to simulate sociological and technological aspects involved in this project. Currently there is work being done [2] in developing a technology which will construct computer games within GVRN. This technology will provide quick and easy ways for individuals to develop game scenarios related to various aspects of the ``100YSS'' project. People will be involved in solving certain tasks just by play games. Players will be able to modify conditions, add new technologies, geological conditions, social movements and assemble new strategies just by writing scenarios. The system will interface with textual and video information, extract scenarios written in millions of texts and use it to assemble new games. Thus, players will be able to simulate enormous amounts of possibilities. Information technologies will be involved which will require us to start building the system in a way that any modules can be easily replaced. Thus, GVRN should be modular and open to the community.

  19. Simulation of skill acquisition in sequential learning of a computer game

    DEFF Research Database (Denmark)

    Hansen, John Paulin; Nielsen, Finn Ravnsbjerg; Rasmussen, Jens

    1995-01-01

    The paper presents some theoretical assumptions about the cognitive control mechanisms of subjects learning to play a computer game. A simulation model has been developed to investigate these assumptions. The model is an automaton, reacting to instruction-like cue action rules. The prototypical...

  20. Chance Encounters: Probability in Games and Simulations. Seeing and Thinking Mathematically in the Middle Grades.

    Science.gov (United States)

    Kleiman, Glenn; Zweig, Karen

    With the Seeing and Thinking Mathematically materials, students learn mathematics by doing mathematics, by using and connecting mathematical ideas, and by actively constructing their own understandings. In this unit students learn to see probability through a mathematical lens by exploring and creating games and simulations and by applying the…

  1. Insights into Participants' Behaviours in Educational Games, Simulations and Workshops: A Catastrophe Theory Application to Motivation.

    Science.gov (United States)

    Cryer, Patricia

    1988-01-01

    Develops models for participants' behaviors in games, simulations, and workshops based on Catastrophe Theory and Herzberg's two-factor theory of motivation. Examples are given of how these models can be used, both for describing and understanding the behaviors of individuals, and for eliciting insights into why participants behave as they do. (11…

  2. Beyond simulations: serious games for training interpersonal skills in law enforcement

    NARCIS (Netherlands)

    Linssen, Jeroen; Theune, Mariët; Bruijnes, Merijn; Groot, de Thomas

    2014-01-01

    Serious games can be used to improve people’s social awareness by letting them experience difficult social situations and learn from these experiences. However, we assert that, when moving beyond the strict realism that social simulations offer, techniques from role play may be used that offer more

  3. Treatment of an Anonymous Recipient: Solid-Waste Management Simulation Game

    Science.gov (United States)

    Wu, Ko-Chiu; Huang, Po-Yuan

    2015-01-01

    This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…

  4. Developing cultural intelligence: assessing the effect of the Ecotonos cultural simulation game for international business students

    NARCIS (Netherlands)

    Bücker, J.J.L.E.; Korzilius, H.P.L.M.

    2015-01-01

    In this study, we test the strength of a cross-cultural simulation game, Ecotonos, in the development of cultural intelligence (CQ) and self-efficacy amongst business students. Cross-cultural training is perceived as an important tool to help develop cross-cultural competence in international manage

  5. Hip range of motion and scapula position in youth baseball pitching pre and post simulated game.

    Science.gov (United States)

    Oliver, Gretchen Dawn; Weimar, Wendi

    2015-01-01

    Lower to upper extremity sequencing of energy and force is linked by virtue of the scapula. It was the purpose of this study to examine the relationship between passive hip rotational range of motion and scapular kinematics during baseball pitching. Nineteen youth baseball players (11.3 ± 0.6 years; 151.8 ± 8.8 cm; 45.9 ± 10.9 kg) with no history of injury participated. Bilateral hip passive rotational range of motion was measured pre and post pitching a simulated game. Scapular kinematics at the position of shoulder maximum external rotation during the pitching cycle were recorded in the first and last innings of the simulated game. Post simulated game, stance leg hip passive internal rotation revealed significant correlations (r = -0.57, P = 0.01) with scapula anterior/posterior tilt at the pitching event of maximum humeral external rotation. The current study reveals that pitching a simulated game results in alterations throughout the kinetic chain. Specifically, this study strengthens the notion that lumbopelvic-hip complex parameters play a significant role in shoulder motion. With this link identified, it is suggested that clinical focus be directed musculature about the lumbopelvic-hip complex as well as muscles that work to stabilise the scapula during dynamic movement.

  6. Simulation of Climate Negotiation Strategies between China and the U.S. Based on Game Theory

    Directory of Open Access Journals (Sweden)

    Zhu-Gang Jin

    2014-01-01

    Citation: Jin, Z.-G., W.-J. Cai, and C. Wang, 2014: Simulation of climate negotiation strategies between China and the U.S. based on game theory.Adv. Clim. Change Res.,5(1, doi: 10.3724/SP.J.1248.2014.034.

  7. Perspective Making: Constructivism as a Meaning-Making Structure for Simulation Gaming

    Science.gov (United States)

    Lainema, Timo

    2009-01-01

    Constructivism has recently gained popularity, although it is not a completely new learning paradigm. Much of the work within e-learning, for example, uses constructivism as a reference "discipline" (explicitly or implicitly). However, some of the work done within the simulation gaming (SG) community discusses what the basic assumptions and…

  8. Treatment of an Anonymous Recipient: Solid-Waste Management Simulation Game

    Science.gov (United States)

    Wu, Ko-Chiu; Huang, Po-Yuan

    2015-01-01

    This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…

  9. Gaming and simulation for transforming and reengineering government: Towards a research agenda

    NARCIS (Netherlands)

    Janssen, M.F.W.H.A.; Klievink, B.

    2010-01-01

    Purpose – In the process of transformation, governments have to deal with a host of stakeholders and complex organizational and technical issues. In this viewpoint paper, an argument is made in favour of using gaming and simulation as tools designed to aid the transformation and reengineering of gov

  10. Leading Game-Simulation Development Teams: Enabling Collaboration with Faculty Experts

    Science.gov (United States)

    Aleckson, Jon D.

    2010-01-01

    This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…

  11. Insights into Participants' Behaviours in Educational Games, Simulations and Workshops: A Catastrophe Theory Application to Motivation.

    Science.gov (United States)

    Cryer, Patricia

    1988-01-01

    Develops models for participants' behaviors in games, simulations, and workshops based on Catastrophe Theory and Herzberg's two-factor theory of motivation. Examples are given of how these models can be used, both for describing and understanding the behaviors of individuals, and for eliciting insights into why participants behave as they do. (11…

  12. The Values of College Students in Business Simulation Game: A Means-End Chain Approach

    Science.gov (United States)

    Lin, Yu-Ling; Tu, Yu-Zu

    2012-01-01

    Business simulation games (BSGs) enable students to practice making decisions in a virtual environment, accumulate experience in application of strategies, and train themselves in modes of decision-making. This study examines the value sought by players of BSG. In this study, a means-end chain (MEC) model was adopted as the basis, and ladder…

  13. Being an "Agent Provocateur": Utilising Online Spaces for Teacher Professional Development in Virtual Simulation Games

    Science.gov (United States)

    deNoyelles, Aimee; Raider-Roth, Miriam

    2016-01-01

    This article details the results of an action research study which investigated how teachers used online learning community spaces to develop and support their teaching and learning of the Jewish Court of All Time (JCAT), a web-mediated, character-playing, simulation game that engages participants with social, historical and cultural curricula.…

  14. Simulation and Gaming to Promote Health Education: Results of a Usability Test

    Science.gov (United States)

    Albu, Mihai; Atack, Lynda; Srivastava, Ishaan

    2015-01-01

    Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose…

  15. Learning by Doing: Using an Online Simulation Game in an International Relations Course

    Science.gov (United States)

    Epley, Jennifer

    2016-01-01

    Integrating interactive learning activities into undergraduate courses is one method for increasing student interest, engagement, and skills development. Online simulation games in particular offer students the unique applied opportunity to "learn by doing" in a virtual space to further their overall knowledge base and critical thinking…

  16. The Effects of a Simulation Game on Mental Models about Organizational Systems

    Science.gov (United States)

    Reese, Rebecca M.

    2017-01-01

    This mixed methods study was designed to uncover evidence of change to mental models about organizational systems resulting from participation in a simulation game that is based on a system dynamics model. Thirty participants in a 2 day experiential workshop completed a pretest and posttest to assess learning about particular systems concepts.…

  17. Identifying Key Features of Student Performance in Educational Video Games and Simulations through Cluster Analysis

    Science.gov (United States)

    Kerr, Deirdre; Chung, Gregory K. W. K.

    2012-01-01

    The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…

  18. Developing cultural intelligence: assessing the effect of the Ecotonos cultural simulation game for international business students

    NARCIS (Netherlands)

    Bücker, J.J.L.E.; Korzilius, H.P.L.M.

    2015-01-01

    In this study, we test the strength of a cross-cultural simulation game, Ecotonos, in the development of cultural intelligence (CQ) and self-efficacy amongst business students. Cross-cultural training is perceived as an important tool to help develop cross-cultural competence in international

  19. The SIMs Meet ESL Incorporating Authentic Computer Simulation Games into the Language Classroom

    Science.gov (United States)

    Miller, Megan; Hegelheimer, Volker

    2006-01-01

    Despite their motivational appeal to learners, innovative and technologically advanced computer simulation games targeting native English speakers frequently remain beyond the competence of ESL learners as independent didactic tools. Guided by Chapelle's (2001) criteria for determining CALL task appropriateness, this paper illustrates how the…

  20. The Values of College Students in Business Simulation Game: A Means-End Chain Approach

    Science.gov (United States)

    Lin, Yu-Ling; Tu, Yu-Zu

    2012-01-01

    Business simulation games (BSGs) enable students to practice making decisions in a virtual environment, accumulate experience in application of strategies, and train themselves in modes of decision-making. This study examines the value sought by players of BSG. In this study, a means-end chain (MEC) model was adopted as the basis, and ladder…

  1. Why Simulation Games Work--In Search of the Active Substance: A Synthesis

    Science.gov (United States)

    Hofstede, Gert Jan; de Caluwe, Leon; Peters, Vincent

    2010-01-01

    In this article, the authors reflect on the question why simulation games are such an effective tool for learning. The article is based on the authors' experience and that of many other practitioners in the field. The article posits that it is the confluence of systemic knowledge, practice, emotional involvement, and social embeddedness that…

  2. Scenario Based Education as a Framework for Understanding Students Engagement and Learning in a Project Management Simulation Game

    DEFF Research Database (Denmark)

    Misfeldt, Morten

    2015-01-01

    In this paper I describe s how students use a project management simulation game based on an attack‑defense mechanism where two teams of players compete by challenging each other⠒s projects. The project management simulation game is intended to be playe d by pre‑service construction workers...... and engineers. The gameplay has two parts: a planning part, where the player make managerial decisions about his construction site, and a challenge part where the player chooses between typical problems to occur on th e opponent⠒s construction site. Playing the game involves analyzing both your own and you...... opponent⠒s building project for weak spots. The intention of the project management simulation game, is to provide students with an increased sensitivity towards the relation between planning and reality in complex construction projects. The project management simulation game can be interpreted both...

  3. Time series analysis for minority game simulations of financial markets

    CERN Document Server

    Ferreira, F F; Machado, B S; Muruganandam, P

    2003-01-01

    The minority game model introduced recently provides promising insights into the understanding of the evolution of prices, indices and rates in the financial markets. In this paper we perform a time series analysis of the model employing tools from statistics, dynamical systems theory and stochastic processes. Using benchmark systems and a financial index for comparison, we draw conclusions about the generating mechanism for this kind of evolution. The trajectories of the model are found to be similar to that of the first differences of the SP500 index: stochastic, nonlinear and (unit root) stationary.

  4. A Shape Dynamics Tutorial

    CERN Document Server

    Mercati, Flavio

    2014-01-01

    Shape Dynamics (SD) is a new theory of gravity that is based on fewer and more fundamental first principles than General Relativity (GR). The most important feature of SD is the replacement of GR's relativity of simultaneity with a more tractable gauge symmetry, namely invariance under spatial conformal transformations. This Tutorial contains both a quick introduction for readers curious about SD and a detailed walk-through of the historical and conceptual motivations for the theory, its logical development from first principles and an in-depth description of its present status. The Tutorial is sufficiently self-contained for an undergrad student with some basic background in General Relativity and Lagrangian/Hamiltonian mechanics. It is intended both as a reference text for students approaching the subject, and as a review article for researchers interested in the theory. This is a first version of the Tutorial, which will be periodically expanded and updated with the latest results.

  5. Methods for generating complex networks with selected structural properties for simulations: A review and tutorial for neuroscientists

    Directory of Open Access Journals (Sweden)

    Brenton J Prettejohn

    2011-03-01

    Full Text Available Many simulations of networks in computational neuroscience assume completely homogenous random networks of the Erd"{o}s-R'{e}nyi type, or regular networks, despite it being recognized for some time that anatomical brain networks are more complex in their connectivity and can, for example, exhibit the `scale-free' and `small-world' properties. We review the most well known algorithms for constructing networks with given non-homogeneous statistical properties and provide simple pseudo-code for reproducing such networks in software simulations. We also review some useful mathematical results and approximations associated with the statistics that describe these network models, including degree distribution, average path length and clustering coefficient. We demonstrate how such results can be used as partial verification and validation of implementations. Finally, we discuss a sometimes overlooked modeling choice that can be crucially important for the properties of simulated networks: that of network directedness. The most well known network algorithms produce undirected networks, and we emphasize this point by highlighting how simple adaptations can instead produce directed networks.

  6. Formation of Novice Business Students' Mental Models through Simulation Gaming

    Science.gov (United States)

    Palmunen, Lauri-Matti; Pelto, Elina; Paalumäki, Anni; Lainema, Timo

    2013-01-01

    Studies on students' perceptions of learning in business simulations often suggest that students like simulations and view them more positively than both lectures and case discussions. However, research on the actual learning outcomes deriving from participating in business simulations still needs to be pursued. Consequently, the purpose of this…

  7. Sex Differentials in Students' Achievement and Interest in Geometry Using Games and Simulations Technique

    Directory of Open Access Journals (Sweden)

    Emmanuel E Achor

    2010-06-01

    Full Text Available This study investigated the effect of games and simulations on the gender related differences in mathematics achievement and interest of students in geometry. The sample group consisted of 287 senior secondary school (SSS I students comprising 158 boys and 129 girls from six out of the 46 secondary schools in Gwer-West LGA of Benue state, Nigeria. The study adopted a pre-test and post-test quasi-experimental design, where intact classes were assigned to experimental and control groups. Data generated using Geometry Achievement Test (GAT and Geometry Interest Inventory (GII were analyzed using descriptive statistics to answer research questions and Analysis of Covariance (ANCOVA to test the hypotheses. Findings reveal that male and female students taught using games, and simulations did not differ significantly both in achievement and in interest. It was recommended among others that mathematics teacher should always use relevant games and simulations in teaching mathematics concepts but paying equal attention to the learning needs of both male and female students, and that school administrators should be encouraged to provide local games that could facilitate meaningful learning of mathematics.

  8. Plane geometry drawing tutorial

    Directory of Open Access Journals (Sweden)

    Eduardo Gutiérrez de Ravé

    2014-01-01

    Full Text Available Se ha desarrollado un tutorial para facilitar la docencia del d ibujo geométrico. Con la idea de servir de apoyo a las explicac iones teóricas y prácticas de los conceptos correspondientes a los trazados ge ométricos planos necesarios en la ingeniería. Este tutorial es de fácil manejo y permite interactividad con el usuario, animaciones prá cticas, autoevaluaciones, explicaciones amplias del temario y l a enseñanza "paso a paso" de los conceptos gracias a los diferent es niveles de complejidad conceptual que incluye en su contenido.

  9. A Tutorial on UPPAAL

    DEFF Research Database (Denmark)

    Behrmann, Gerd; David, Alexandre; Larsen, Kim Guldstrand

    2004-01-01

    This is a tutorial paper on the tool Uppaal. Its goal is to be a short introduction on the flavor of timed automata implemented in the tool, to present its interface, and to explain how to use the tool. The contribution of the paper is to provide reference examples and modeling patterns.......This is a tutorial paper on the tool Uppaal. Its goal is to be a short introduction on the flavor of timed automata implemented in the tool, to present its interface, and to explain how to use the tool. The contribution of the paper is to provide reference examples and modeling patterns....

  10. Comparing the Pearson and Spearman correlation coefficients across distributions and sample sizes: A tutorial using simulations and empirical data.

    Science.gov (United States)

    de Winter, Joost C F; Gosling, Samuel D; Potter, Jeff

    2016-09-01

    The Pearson product–moment correlation coefficient (rp) and the Spearman rank correlation coefficient (rs) are widely used in psychological research. We compare rp and rs on 3 criteria: variability, bias with respect to the population value, and robustness to an outlier. Using simulations across low (N = 5) to high (N = 1,000) sample sizes we show that, for normally distributed variables, rp and rs have similar expected values but rs is more variable, especially when the correlation is strong. However, when the variables have high kurtosis, rp is more variable than rs. Next, we conducted a sampling study of a psychometric dataset featuring symmetrically distributed data with light tails, and of 2 Likert-type survey datasets, 1 with light-tailed and the other with heavy-tailed distributions. Consistent with the simulations, rp had lower variability than rs in the psychometric dataset. In the survey datasets with heavy-tailed variables in particular, rs had lower variability than rp, and often corresponded more accurately to the population Pearson correlation coefficient (Rp) than rp did. The simulations and the sampling studies showed that variability in terms of standard deviations can be reduced by about 20% by choosing rs instead of rp. In comparison, increasing the sample size by a factor of 2 results in a 41% reduction of the standard deviations of rs and rp. In conclusion, rp is suitable for light-tailed distributions, whereas rs is preferable when variables feature heavy-tailed distributions or when outliers are present, as is often the case in psychological research.

  11. Game-based Learning in Technology Management Education: A Novel Business Simulation

    Directory of Open Access Journals (Sweden)

    Markus Günther

    2011-03-01

    Full Text Available Management games allow students to obtain valuable first-hand experience that is of particular value in a field such as technology management, which usually involves substantial risk as well as significant time lags between a managerial decision and its effects. In drawing from more than fifteen years of experience with management games in higher education, we have developed a management simulation for teaching technology management, a field that is increasingly regarded an important area of study for engineering students. This paper outlines a blended-learning design for a course on technology management, describes the various didactical elements as well as their effects in class, and addresses the technical implementation of the management game as a service-oriented multi-tier application in Java.

  12. Evaluation of passive recovery, cold water immersion, and contrast baths for recovery, as measured by game performances markers, between two simulated games of rugby union.

    Science.gov (United States)

    Higgins, Trevor; Cameron, Melainie; Climstein, Mike

    2012-06-11

    ABSTRACT: In team sports, during the competitive season, peak performance in each game is of utmost importance to coaching staff and players. To enhance recovery from training and games a number of recovery modalities have been adopted across professional sporting teams. To date there is little evidence in the sport science literature identifying the benefit of modalities in promoting recovery between sporting competition games. This research evaluated hydrotherapy as a recovery strategy following a simulated game of rugby union and a week of recovery and training, with dependent variables between two simulated games of rugby union evaluated. Twenty-four male players were randomly divided into three groups: one group (n=8) received cold water immersion therapy (2 X 5min at 10oC, whilst one group (n=8) received contrast bath therapy (5 cycles of 10oC/38oC) and the control group (n=8) underwent passive recovery (15mins, thermo neutral environment). The two forms of hydrotherapy were administered following a simulated rugby union game (8 circuits x 11 stations) and after three training sessions. Dependent variables where generated from five physical stations replicating movement characteristics of rugby union and one skilled based station, as well as sessional RPE values between two simulated games of rugby union. No significant differences were identified between groups across simulated games, across dependent variables. Effect size analysis via Cohen's d and ηp2 did identify medium trends between groups. Overall trends indicated that both treatment groups had performance results in the second simulated game above those of the control group of between 2% and 6% across the physical work stations replicating movement characteristics of rugby union. In conclusion, trends in this study may indicate that ice baths and contrasts baths may be more advantageous to athlete's recovery from team sport than passive rest between successive games of rugby union We are pleased to

  13. Time series analysis for minority game simulations of financial markets

    Science.gov (United States)

    Ferreira, Fernando F.; Francisco, Gerson; Machado, Birajara S.; Muruganandam, Paulsamy

    2003-04-01

    The minority game (MG) model introduced recently provides promising insights into the understanding of the evolution of prices, indices and rates in the financial markets. In this paper we perform a time series analysis of the model employing tools from statistics, dynamical systems theory and stochastic processes. Using benchmark systems and a financial index for comparison, several conclusions are obtained about the generating mechanism for this kind of evolution. The motion is deterministic, driven by occasional random external perturbation. When the interval between two successive perturbations is sufficiently large, one can find low dimensional chaos in this regime. However, the full motion of the MG model is found to be similar to that of the first differences of the SP500 index: stochastic, nonlinear and (unit root) stationary.

  14. Teaching tactical combat casualty care using the TC3 sim game-based simulation: a study to measure training effectiveness.

    Science.gov (United States)

    Sotomayor, Teresita M

    2010-01-01

    The effectiveness of games as instructional tools has been debated over the past several decades. This is due to the lack of empirical data to support such claims. The US ARMY developed a game-based simulation to support Tactical Combat Casualty Care (TCCC) Training. The TC3 Game based Simulation is a first person game that allows a Soldier to play the role of a combat medic during an infantry squad mission in an urban environment. This research documents results from a training effectiveness evaluation conducted at the Department of Combat Medic Training (Ft Sam Houston) in an effort to explore the capability of the game based simulation as a potential tool to support the TCCC program of instruction. Reaction to training, as well as, acquisition of knowledge and transfer of skills were explored using Kirkpatrick's Model of Training Effectiveness Evaluation. Results from the evaluation are discussed.

  15. A Design Case: Developing an Enhanced Version of the Diffusion Simulation Game

    Directory of Open Access Journals (Sweden)

    Rodney Myers

    2010-01-01

    Full Text Available In this paper, we present a design case describing the creation of a new online version of the Diffusion Simulation Game (DSG. The DSG is a serious game that teaches change management strategies aligned with Rogers’ (2003 diffusion of innovations theory. The goal of the game is to promote the understanding of strategies that result in the adoption of an instructional innovation by the staff members of a fictional junior high school. The original board version of the game was created in the 1970s (Molenda and Rice, 1979 and was played as part of a course in the School of Education of a large Midwestern university. With the opening of a distance master’s program, the first online version of the game was developed in 2002 (Frick, Ludwig, Kim, & Huang, 2003. In order to overcome some of the limitations of the first online version, a new online version of the DSG was developed. This new version was rapidly prototyped first on paper and then in Flex Builder, ActionScript, PHP and MySQL. A rapid prototype approach (Tripp & Bichelmeyer, 1990 was utilized to iteratively design the user interface. In addition to describing the design process and rationale for design decisions, we also report results of play-tests and usability evaluations of seven recruited participants and how the information collected from these evaluations will help us to improve the current design.

  16. "A New Life in the Countryside Awaits": Interactive Lessons in the Rural Utopia in "Farming" Simulation Games

    Science.gov (United States)

    Cole, Matthew; Stewart, Kate

    2017-01-01

    This paper critically analyses the legitimation of exploitative human-nonhuman animal relations in online "farming" simulation games, especially the game Hay Day. The analysis contributes to a wider project of critical analyses of popular culture representations of nonhuman animals. The paper argues that legitimation is effected in Hay…

  17. You Sunk My Constitution: Using a Popular Off-the-Shelf Board Game to Simulate Political Concepts

    Science.gov (United States)

    Bridge, Dave

    2014-01-01

    Using an example, this article demonstrates how instructors can make use of popular off-the-shelf board games to model politics. I show how the rules of the popular board game "Battleship" can be manipulated to simulate centralization of power and, more specifically, the differences between the Articles of Confederation and the…

  18. You Sunk My Constitution: Using a Popular Off-the-Shelf Board Game to Simulate Political Concepts

    Science.gov (United States)

    Bridge, Dave

    2014-01-01

    Using an example, this article demonstrates how instructors can make use of popular off-the-shelf board games to model politics. I show how the rules of the popular board game "Battleship" can be manipulated to simulate centralization of power and, more specifically, the differences between the Articles of Confederation and the…

  19. LÖVE for Lua game programming

    CERN Document Server

    Mishra, Brij Bhushan

    2013-01-01

    This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LÖVE framework as well as everything you need to know about game development using the Lua programming language.LÖVE2d for Lua Game Programming is for anyone who is interested in learning about desktop game development.

  20. Tutorial to SARAH

    CERN Document Server

    Staub, Florian

    2016-01-01

    I give in this brief tutorial a short practical introduction to the Mathematica package SARAH. First, it is shown how an existing model file can be changed to implement a new model in SARAH. In the second part, masses, vertices and renormalisation group equations are calculated with SARAH. Finally, the main commands to generate model files and output for other tools are summarised.

  1. Fiber Nonlinearities: A Tutorial

    Institute of Scientific and Technical Information of China (English)

    Govind P. Agrawal

    2003-01-01

    Fiber nonlinearities have long been regarded as being mostly harmful for fiber-optic communication systems. Over the last few years, however, the nonlinear effects are increasingly being used for practical telecommunications applications,the Raman amplification being only one of the recent examples. In this tutorial I review the vario us nonlinear effects occurring in optical fibers from both standpoints..

  2. Fiber Nonlinearities: A Tutorial

    Institute of Scientific and Technical Information of China (English)

    Govind; P.; Agrawal

    2003-01-01

    Fiber nonlinearities have long been regarded as being mostly harmful for fiber-optic communication systems. Over the last few years, however, the nonlinear effects are increasingly being used for practical telecommunications applications, the Raman amplification being only one of the recent examples. In this tutorial I review the various nonlinear effects occurring in optical fibers from both standpoints..

  3. Tutorial on architectural acoustics

    Science.gov (United States)

    Shaw, Neil; Talaske, Rick; Bistafa, Sylvio

    2002-11-01

    This tutorial is intended to provide an overview of current knowledge and practice in architectural acoustics. Topics covered will include basic concepts and history, acoustics of small rooms (small rooms for speech such as classrooms and meeting rooms, music studios, small critical listening spaces such as home theatres) and the acoustics of large rooms (larger assembly halls, auditoria, and performance halls).

  4. Evidence from a Large Sample on the Effects of Group Size and Decision-Making Time on Performance in a Marketing Simulation Game

    Science.gov (United States)

    Treen, Emily; Atanasova, Christina; Pitt, Leyland; Johnson, Michael

    2016-01-01

    Marketing instructors using simulation games as a way of inducing some realism into a marketing course are faced with many dilemmas. Two important quandaries are the optimal size of groups and how much of the students' time should ideally be devoted to the game. Using evidence from a very large sample of teams playing a simulation game, the study…

  5. Sundance 2.0 tutorial.

    Energy Technology Data Exchange (ETDEWEB)

    Long, Kevin R.

    2004-07-01

    Sundance is a system of software components that allows construction of an entire parallel simulator and its derivatives using a high-level symbolic language. With this high-level problem description, it is possible to specify a weak formulation of a PDE and its discretization method in a small amount of user-level code; furthermore, because derivatives are easily available, a simulation in Sundance is immediately suitable for accelerated PDE-constrained optimization algorithms. This paper is a tutorial for setting up and solving linear and nonlinear PDEs in Sundance. With several simple examples, we show how to set up mesh objects, geometric regions for BC application, the weak form of the PDE, and boundary conditions. Each example then illustrates use of an appropriate solver and solution visualization.

  6. RT3D tutorials for GMS users

    Energy Technology Data Exchange (ETDEWEB)

    Clement, T.P. [Pacific Northwest National Lab., Richland, WA (United States); Jones, N.L. [Brigham Young Univ., Provo, UT (United States)

    1998-02-01

    RT3D (Reactive Transport in 3-Dimensions) is a computer code that solves coupled partial differential equations that describe reactive-flow and transport of multiple mobile and/or immobile species in a three dimensional saturated porous media. RT3D was developed from the single-species transport code, MT3D (DoD-1.5, 1997 version). As with MT3D, RT3D also uses the USGS groundwater flow model MODFLOW for computing spatial and temporal variations in groundwater head distribution. This report presents a set of tutorial problems that are designed to illustrate how RT3D simulations can be performed within the Department of Defense Groundwater Modeling System (GMS). GMS serves as a pre- and post-processing interface for RT3D. GMS can be used to define all the input files needed by RT3D code, and later the code can be launched from within GMS and run as a separate application. Once the RT3D simulation is completed, the solution can be imported to GMS for graphical post-processing. RT3D v1.0 supports several reaction packages that can be used for simulating different types of reactive contaminants. Each of the tutorials, described below, provides training on a different RT3D reaction package. Each reaction package has different input requirements, and the tutorials are designed to describe these differences. Furthermore, the tutorials illustrate the various options available in GMS for graphical post-processing of RT3D results. Users are strongly encouraged to complete the tutorials before attempting to use RT3D and GMS on a routine basis.

  7. U.S. Patent Pending, Information Security Analysis Using Game Theory and Simulation, U.S. Patent Application No.: 14/097,840

    Energy Technology Data Exchange (ETDEWEB)

    Abercrombie, Robert K [ORNL; Schlicher, Bob G [ORNL

    2013-01-01

    Vulnerability in security of an information system is quantitatively predicted. The information system may receive malicious actions against its security and may receive corrective actions for restoring the security. A game oriented agent based model is constructed in a simulator application. The game ABM model represents security activity in the information system. The game ABM model has two opposing participants including an attacker and a defender, probabilistic game rules and allowable game states. A specified number of simulations are run and a probabilistic number of the plurality of allowable game states are reached in each simulation run. The probability of reaching a specified game state is unknown prior to running each simulation. Data generated during the game states is collected to determine a probability of one or more aspects of security in the information system.

  8. Aligning Instruction and Assessment with Game and Simulation Design. CRESST Report 780

    Science.gov (United States)

    Wainess, Richard; Koenig, Alan; Kerr, Deirdre

    2011-01-01

    Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…

  9. Simulation of game analysis based on an agent-based artificial stock market re-examined

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    This work re-examined the simulation result of game analysis (Joshi et al., 2000) based on an agent-based model,Santa Fe Institute Artificial Stock Market. Allowing for recent research work on this artificial model, this paper's modified game simulations found that the dividend amplitude parameter is a crucial factor and that the original conclusion still holds in a not long period, but only when the dividend amplitude is large enough. Our explanation of this result is that the dividend amplitude parameter is a measurement of market uncertainty. The greater the uncertainty, the greater the price volatility, and so is the risk of investing in the stock market. The greater the risk, the greater the advantage of including technical rules.

  10. HOW TO MITIGATE THE RISKS OF MANAGING ONLINE ADVERTISING CAMPAIGNS BY TRAINING WITH SIMBOUND SIMULATION GAME

    Directory of Open Access Journals (Sweden)

    Louis Doru Havriliuc

    2013-12-01

    Full Text Available This paper aims to describe how a digital marketing simulation system improve the knowledge and skills of students, as well as their status as members of a virtual community, which gradually evolve from novice to expert in managing online advertising campaigns. The body of the article encompasses three contributions: the know-how of the Simbound Game author, the practical experiences of an instructor, who coordinated students’ activities during three courses and of a Master student – the leader of a team which got the first position after the completion of a game. The advantages of managing no-risk online advertising campaigns are revealed and the students are able to understand how various online marketing tools become useful while a firm expands its operations in e-commerce and must fulfill new tasks and responsibilities. The paper concludes with the practical implications of the Simbound simulation-based learning and the ideas included in the future research agenda.

  11. The Relationship between Managerial Skills and Managerial Effectiveness in a Managerial Simulation Game

    OpenAIRE

    Petr Smutny; Jakub Prochazka; Martin Vaculik

    2016-01-01

    The study explores the relationship between managerial skills and managerial effectiveness, measuring managerial effectiveness by four different methods. Evaluation of 96 top managers of fictitious companies by a group of 1,746 subordinates took place after three months of intensive cooperation during a managerial simulation game. All respondents were college students. Results show that different managerial effectiveness indicators have different sets of managerial skills predictors: Group pe...

  12. Teacher's Guide for "Tightrope," a Simulation Game in Economics.

    Science.gov (United States)

    Baskind, Larry; And Others

    "Tightrope" is a simulation based on economic stability and growth in a country. Several small groups of students, acting as Economic Advisory Councils, make fiscal and monetary policy decisions for their country based on their knowledge of business cycles, monetary policy, and fiscal policy. In each of the four rounds the Advisory Councils study…

  13. Modeling and Simulation of Agents in Resource Strategy Games

    Science.gov (United States)

    2008-01-01

    of reusable factions for simulations involving the MidEast. The course was taught under the ‘Coop- Coop’ pedagogy in which the students were...brutality. • Moderate Y Followers - Lack of cultural freedom, schools, etc. Mostly rural family members who want own land and autonomy . • Radical Y

  14. A Dynamic Simulation Game (UNIGAME) for Strategic University Management.

    Science.gov (United States)

    Barlas, Yaman; Diker, Vedat Guclu

    2000-01-01

    Presents an interactive simulation model on which the academic aspects of university management can be analyzed and alternative management strategies tested. Focuses specifically on long-term, dynamic, strategic management problems and yields performance measures about the fundamental activities in a university that can support strategic…

  15. Reinforcement Learning: A Tutorial.

    Science.gov (United States)

    1997-01-01

    The purpose of this tutorial is to provide an introduction to reinforcement learning (RL) at a level easily understood by students and researchers in...provides a simple example to develop intuition of the underlying dynamic programming mechanism. In Section (2) the parts of a reinforcement learning problem... reinforcement learning algorithms. These include TD(lambda) and both the residual and direct forms of value iteration, Q-learning, and advantage learning

  16. Effects of a Simulated Game on Muscle Activation in Youth Baseball Pitchers.

    Science.gov (United States)

    Oliver, Gretchen D; Weimar, Wendi H; Henning, Lisa E

    2016-02-01

    It is generally accepted that playing with fatigue is a primary predictor of injury in youth baseball because muscular fatigue is believed to alter mechanics during the arm cocking and acceleration phases. Therefore, the purpose of this study was to quantitatively describe gluteal and upper extremity muscle activations in youth baseball pitchers during a simulated game. Twenty-three youth baseball players (11.2 ± 0.8 years; 151.4 ± 8.7 cm; 47.5 ± 10.8 kg) participated. Data were collected through a Delsys Bagnoli-8-channel electromyography system. Single differential electrodes (interelectrode distance: 10 mm) were attached to the bilateral gluteus maximus and medius and throwing side latissimus dorsi, lower trapezius, and serratus anterior and upper trapezius. After warm-up, participants were instructed to throw randomly provided game situations over a regulation distance (46 feet; 14.02 meters) to a catcher. Three, 4-seam fastballs for strikes, thrown in the first and last innings of the simulated game were selected for analysis. A multivariate analysis of variance revealed no statistically significant differences in muscle activity at the 3 phases of the throw, between first and last innings of the simulated game with an observed power of 0.274 (phase 1: foot contact to maximum shoulder external rotation), 0.297 (phase 2: maximum shoulder external rotation to ball release), and 0.226 (phase 3: ball release to maximum shoulder internal rotation). Examining muscle activations as a pitcher approaches fatigue provides information on how long a pitcher can perform before mechanical alterations occur. Although this study did not reveal significant changes, it did reiterate the fact that pitch counts may be working in possibly preventing a youth pitcher throwing to fatigue.

  17. DIYModeling: a place for students and faculty to build their own game-quality simulations to enhance learning.

    Science.gov (United States)

    Sones, Bryndol; Wattenberg, Frank

    2009-03-01

    DIYModeling (Do it Yourself Modeling) aims to improve both the quality of learning in the STEM disciplines and the extent to which the very best STEM learning reaches all students by leveraging the power of game- quality modeling and simulation. It builds on earlier work by many people using platforms like Java, Flash and game quality simulations like the Federation of American Scientists' Immune Attack. DIYModeling adds a new element that enables students and faculty to build their own game-quality simulations by specifying the underlying scientific and mathematical models without getting into the details of programming. The DIYModeling team is a consortium of math and basic science faculty from six universities teamed up with the software development company Tietronix Software (an 8a certified company), which does contract work for NASA to build complex software systems including game-quality immersive simulations. The goal of the program is to enable curriculum developers and students to develop game- quality, three-dimensional immersive simulations with educational benefit. Current applications under development include a first-person shooter game environment for use in data collection and statistical analysis, orbital mechanics in executing the Hohlman transfer, and solar power generation. Some pilot tests are planned for use in the spring semester.

  18. FIN 320 UOP Course Tutorial/TutorialRank

    OpenAIRE

    apj

    2015-01-01

    For more course tutorials visit www.tutorialrank.com Tutorial Purchased: 0 Times, Rating: No Rating   What are differences between accounting and finance? What are the roles of financial managers? What are their fiduciary responsibilities? By what ethical standards should they abide?

  19. FIN 320(UOP) UOP Course Tutorial/TutorialRank

    OpenAIRE

    apj

    2015-01-01

    For more course tutorials visit www.tutorialrank.com Tutorial Purchased: 0 Times, Rating: No Rating   What are differences between accounting and finance? What are the roles of financial managers? What are their fiduciary responsibilities? By what ethical standards should they abide?

  20. An experimental study on the effects of a simulation game on students' clinical cognitive skills and motivation.

    Science.gov (United States)

    Dankbaar, Mary E W; Alsma, Jelmer; Jansen, Els E H; van Merrienboer, Jeroen J G; van Saase, Jan L C M; Schuit, Stephanie C E

    2016-08-01

    Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a control group working on an e-module; a cases group, combining the e-module with low-fidelity text-based patient cases, and a game group, combining the e-module with a high-fidelity simulation game with the same cases. Participants completed questionnaires on cognitive load and motivation. After a 4-week study period, blinded assessors rated students' cognitive emergency care skills in two mannequin-based scenarios. In total 61 students participated and were assessed; 16 control group students, 20 cases students and 25 game students. Learning time was 2 h longer for the cases and game groups than for the control group. Acquired cognitive skills did not differ between groups. The game group experienced higher intrinsic and germane cognitive load than the cases group (p = 0.03 and 0.01) and felt more engaged (p game, although engaging, probably distracted students and impeded learning. Medical educators designing motivating and effective skills training for novices should align case complexity and fidelity with students' proficiency level. The relation between case-fidelity, motivation and skills development is an important field for further study.

  1. Real-Time Climate Simulations in the Interactive 3D Game Universe Sandbox ²

    Science.gov (United States)

    Goldenson, N. L.

    2014-12-01

    Exploration in an open-ended computer game is an engaging way to explore climate and climate change. Everyone can explore physical models with real-time visualization in the educational simulator Universe Sandbox ² (universesandbox.com/2), which includes basic climate simulations on planets. I have implemented a time-dependent, one-dimensional meridional heat transport energy balance model to run and be adjustable in real time in the midst of a larger simulated system. Universe Sandbox ² is based on the original game - at its core a gravity simulator - with other new physically-based content for stellar evolution, and handling collisions between bodies. Existing users are mostly science enthusiasts in informal settings. We believe that this is the first climate simulation to be implemented in a professionally developed computer game with modern 3D graphical output in real time. The type of simple climate model we've adopted helps us depict the seasonal cycle and the more drastic changes that come from changing the orbit or other external forcings. Users can alter the climate as the simulation is running by altering the star(s) in the simulation, dragging to change orbits and obliquity, adjusting the climate simulation parameters directly or changing other properties like CO2 concentration that affect the model parameters in representative ways. Ongoing visuals of the expansion and contraction of sea ice and snow-cover respond to the temperature calculations, and make it accessible to explore a variety of scenarios and intuitive to understand the output. Variables like temperature can also be graphed in real time. We balance computational constraints with the ability to capture the physical phenomena we wish to visualize, giving everyone access to a simple open-ended meridional energy balance climate simulation to explore and experiment with. The software lends itself to labs at a variety of levels about climate concepts including seasons, the Greenhouse effect

  2. Transforming youth care through online simulation gaming. Aligning the positions of practitioners and observers

    Directory of Open Access Journals (Sweden)

    Kees JM van Haaster

    2014-09-01

    Full Text Available Transforming youth care through online simulation gaming. Aligning the positions of practitioners and observersThe youth care service in the Netherlands is currently undergoing a major transition from national and regional finance and control to localized regulation and responsibility. The aim is to initiate a transformation towards greater intervention value and to support greater self-reliance in social networks. Effective youth care depends largely on the quality of the network exchange. If efficiency is our concern, we should look into the methods and techniques of network exchange. When it comes to solving hard problems, the significance of situational knowledge construction and network coordination must not be underrated. Professional deliberation is directed toward understanding, acting and analysis. We need smart and flexible ways to direct systems information from practice to network reflection, and to guide results from network consultation to practice.This article presents a proposal for a case study, as a follow-up to a recent dissertation about online simulation gaming for youth care network exchange (Van Haaster, 2014. The results of that research show that it is a valuable exercise to model intricate issues from practice using simulation game design and that youth care professionals appreciate the relevance, usability and usefulness of this new tool. The question in this paper is how to develop a practicable approach using online simulation gaming to improve patterns of action and reflection on dilemmas and hard-to-solve problems in youth care practice. Child-rearing conditions and family behaviour are usually enhanced through sequences of exploration, experimentation and evaluation. Step-by-step progressions are characterized by balancing acting and thinking. The author elaborates this observation through a model that alternates acting in practice with retrospect and prospect reflection in online game sessions

  3. Uptodate: tutorial. Desembre 2010

    OpenAIRE

    Universitat de Barcelona. CRAI

    2010-01-01

    Tutorial de consulta de base de dades UpToDate, de medicina clínica basada en l'evidència Uptodate. Proporciona accés sintetitzat a informació mèdica. Conté revisions originals escrites per reconeguts experts que analitzen casos clínics concrets i proporcionen les recomanacions pertinents. Centrat en resoldre qüestions sobre l'atenció als pacients i facilitar la pressa de decisions en la pràctica clínica diària.

  4. Serious Simulation Role-Playing Games for Transformative Climate Change Education: "World Climate" and "Future Climate"

    Science.gov (United States)

    Rooney-Varga, J. N.; Sterman, J.; Sawin, E.; Jones, A.; Merhi, H.; Hunt, C.

    2012-12-01

    Climate change, its mitigation, and adaption to its impacts are among the greatest challenges of our times. Despite the importance of societal decisions in determining climate change outcomes, flawed mental models about climate change remain widespread, are often deeply entrenched, and present significant barriers to understanding and decision-making around climate change. Here, we describe two simulation role-playing games that combine active, affective, and analytical learning to enable shifts of deeply held conceptions about climate change. The games, World Climate and Future Climate, use a state-of-the-art decision support simulation, C-ROADS (Climate Rapid Overview and Decision Support) to provide users with immediate feedback on the outcomes of their mitigation strategies at the national level, including global greenhouse gas (GHG) emissions and concentrations, mean temperature changes, sea level rise, and ocean acidification. C-ROADS outcomes are consistent with the atmosphere-ocean general circulation models (AOGCMS), such as those used by the IPCC, but runs in less than one second on ordinary laptops, providing immediate feedback to participants on the consequences of their proposed policies. Both World Climate and Future Climate role-playing games provide immersive, situated learning experiences that motivate active engagement with climate science and policy. In World Climate, participants play the role of United Nations climate treaty negotiators. Participant emissions reductions proposals are continually assessed through interactive exploration of the best available science through C-ROADS. Future Climate focuses on time delays in the climate and energy systems. Participants play the roles of three generations: today's policymakers, today's youth, and 'just born.' The game unfolds in three rounds 25 simulated years apart. In the first round, only today's policymakers make decisions; In the next round, the young become the policymakers and inherit the

  5. Teaching Business Simulation Games: Comparing Achievements Frontal Teaching vs. eLearning

    Science.gov (United States)

    Bregman, David; Keinan, Gila; Korman, Arik; Raanan, Yossi

    This paper addresses the issue of comparing results achieved by students taught the same course but in two drastically different - a regular, frontal method and an eLearning method. The subject taught required intensive communications among the students, thus making the eLearning students, a priori, less likely to do well in it. The research, comparing the achievements of students in a business simulation game over three semesters, shows that the use of eLearning method did not result in any differences in performance, grades or cooperation, thus strengthening the case for using eLearning in this type of course.

  6. Using an Agent-Based Modeling Simulation and Game to Teach Socio-Scientific Topics

    Directory of Open Access Journals (Sweden)

    Lori L. Scarlatos

    2014-02-01

    Full Text Available In our modern world, where science, technology and society are tightly interwoven, it is essential that all students be able to evaluate scientific evidence and make informed decisions. Energy Choices, an agent-based simulation with a multiplayer game interface, was developed as a learning tool that models the interdependencies between the energy choices that are made, growth in local economies, and climate change on a global scale. This paper presents the results of pilot testing Energy Choices in two different settings, using two different modes of delivery.

  7. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  8. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  9. An Extended N-Player Network Game and Simulation of Four Investment Strategies on a Complex Innovation Network.

    Science.gov (United States)

    Zhou, Wen; Koptyug, Nikita; Ye, Shutao; Jia, Yifan; Lu, Xiaolong

    2016-01-01

    As computer science and complex network theory develop, non-cooperative games and their formation and application on complex networks have been important research topics. In the inter-firm innovation network, it is a typical game behavior for firms to invest in their alliance partners. Accounting for the possibility that firms can be resource constrained, this paper analyzes a coordination game using the Nash bargaining solution as allocation rules between firms in an inter-firm innovation network. We build an extended inter-firm n-player game based on nonidealized conditions, describe four investment strategies and simulate the strategies on an inter-firm innovation network in order to compare their performance. By analyzing the results of our experiments, we find that our proposed greedy strategy is the best-performing in most situations. We hope this study provides a theoretical insight into how firms make investment decisions.

  10. 3D game environments create professional 3D game worlds

    CERN Document Server

    Ahearn, Luke

    2008-01-01

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modelin

  11. 22nd International Conference of the International Simulation and Gaming Association (ISAGA)

    CERN Document Server

    Arai, Kiyoshi

    1992-01-01

    This volume records the proceedings of the 22nd Annual International Con­ ference of the International Simulation and Gaming Association (ISAGA), 15-19 July, 1991, Kyoto, Japan, sponsored by the Science Council of Japan and the Japanese Association of Simulation and Gaming (JASAG). The con­ ference theme was Global Modeling for Solving Global Problems. The first 2 days of the conference were held in the magnificent Kyoto International Conference Hall; the 3rd day was spent admiring the floats of the famous Gion Festival in the exquisite city of Kyoto and the Daibutsu (or Great Buddha) of the Todaiji Temple in Nara and visiting one of the Sharp factories. During the last 2 days of the conference we were made most welcome in the Faculty of International Relations of Ritsumeikan University. The day after the conference, a number of delegates went to Hiroshima (the Peace Memorial Hall, Museum and Park) and also to one of Japan's "Scenic Trio," the island of Miyajima with its breathtaking views and the Itsukushi...

  12. Urban Gaming Simulation for Enhancing Disaster Resilience. A Social Learning Tool for Modern Disaster Risk Management

    Directory of Open Access Journals (Sweden)

    Sarunwit Promsaka Na Sakonnakron

    2014-05-01

    Full Text Available An emergence of the disaster resilience concept broadens the idea of urban risk management and, at the same time, enhances a theoretical aspect in a way in which we can develop our cities without making it more vulnerable to natural disasters.  Nevertheless, this theoretical plausibility is hardly translated into a practical implication for urban planning, as the concept of resilience remain limited to some scholars’ debate. One of substantial factors that limit the understanding of people about disaster risk an resilience is a lack of risk awareness and risk preparedness, which can be solved by restructuring social learning process that enable a process of mutual learning between experts and the public. This study, therefore, focuses on providing insights into the difficulties of disaster risk communication we face, and how gaming simulation can be taken as a communication technique in enhancing social learning, which is regarded as a fundamental step of disaster risk management prior the mitigation process takes place. The study argues that the gaming simulation can facilitate planners in acquiring risk information from the community, conceiving the multitude of complex urban physical and socio-economic components, and conceptualizing innovative solutions to cope with disaster risks mutually with the public.

  13. The MueLu Tutorial

    Energy Technology Data Exchange (ETDEWEB)

    Hu, Jonathan Joseph [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Wiesner, Tobias A. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Prokopenko, Andrey [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Gee, Michael [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2014-10-01

    The MueLu tutorial is written as a hands-on tutorial for MueLu, the next generation multigrid framework in Trilinos. It covers the whole spectrum from absolute beginners’ topics to expert level. Since the focus of this tutorial is on practical and technical aspects of multigrid methods in general and MueLu in particular, the reader is expected to have a basic understanding of multigrid methods and its general underlying concepts. Please refer to multigrid textbooks (e.g. [1]) for the theoretical background.

  14. Indico CONFERENCE tutorial

    CERN Document Server

    CERN. Geneva; Manzoni, Alex Marc

    2017-01-01

    This short tutorial explains how to create a CONFERENCE in indico and how to handle abstracts and registration forms, in detail: Timestamps: 1:01 - Programme  2:28 - Call for abstracts  11:50 - Abstract submission  13:41 - Abstract Review 15:41 - The Judge's Role 17:23 - Registration forms' creation 23:34 - Candidate participant's registration/application 25:54 - Customisation of Indico pages - Layout 28:08 - Customisation of Indico pages - Menus 29:47 - Configuring Event reminders and import into calendaring tools   See HERE a recent presentation by Pedro about the above steps in the life of an indico CONFERENCE event.

  15. MobiNet: a pedagogic platform for Computer Science, Maths and Physics (How to make students love Maths by programming video games)

    OpenAIRE

    Lefebvre, Sylvain; Neyret, Fabrice; Hornus, Samuel; Thollot, Joëlle

    2004-01-01

    International audience; We developed the MobiNet (free) platform and tutorial sessions (tested on 16 batches of high school students) with the aim of offering students a new way of learning and understanding academic scientific subjects. Our approach consists of letting the students manipulate mathematical and physical notions as tools in order to solve concrete tasks, such as a solar system simulation or a video game. This makes students formalize a realworld problem, experiment by trial-and...

  16. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  17. Merging Energy Policy Decision Support, Education, and Communication: The 'World Energy' Simulation Role-Playing Game

    Science.gov (United States)

    Rooney-varga, J. N.; Franck, T.; Jones, A.; Sterman, J.; Sawin, E.

    2013-12-01

    To meet international goals for climate change mitigation and adaptation, as well as energy access and equity, there is an urgent need to explore and define energy policy paths forward. Despite this need, students, citizens, and decision-makers often hold deeply flawed mental models of the energy and climate systems. Here we describe a simulation role-playing game, World Energy, that provides an immersive learning experience in which participants can create their own path forward for global energy policy and learn about the impact of their policy choices on carbon dioxide emissions, temperature rise, energy supply mix, energy prices, and energy demand. The game puts players in the decision-making roles of advisors to the United Nations Sustainable Energy for All Initiative (drawn from international leaders from industry, governments, intergovernmental organizations, and citizens groups) and, using a state-of-the-art decision-support simulator, asks them to negotiate a plan for global energy policy. We use the En-ROADS (Energy Rapid Overview and Decision Support) simulator, which runs on a laptop computer in <0.1 sec. En-ROADS enables users to specify many factors, including R&D-driven cost reductions in fossil fuel-based, renewable, or carbon-neutral energy technologies; taxes and subsidies for different energy sources; performance standards and energy efficiency; emissions prices; policies to address other greenhouse gas emissions (e.g., methane, nitrous oxide, chlorofluorocarbons, etc.); and assumptions about GDP and population. In World Energy, participants must balance climate change mitigation goals with equity, prices and access to energy, and the political feasibility of policies. Initial results indicate participants gain insights into the dynamics of the energy and climate systems and greater understanding of the potential impacts policies.

  18. Game Analysis and Simulation of the River Basin Sustainable Development Strategy Integrating Water Emission Trading

    Directory of Open Access Journals (Sweden)

    Liang Liu

    2015-04-01

    Full Text Available Water emission trading (WET is promising in sustainable development strategy. However, low participation impedes its development. We develop an evolutionary game model of two enterprise populations’ dynamics and stability in the decision-making behavior process. Due to the different perceived value of certain permits, enterprises choose H strategy (bidding for permit or D strategy (not bidding. External factors are simplified according to three categories: rH-bidding related cost, G-price and F-penalty. Participation increase equals reaching point (H,H in the model and is treated as an evolutionarily stable strategy (ESS. We build a system dynamics model on AnyLogic 7.1.1 to simulate the aforementioned game and draw four conclusions: (1 to reach ESS more quickly, we need to minimize the bidding related cost rH and price G, but regulate the heavy penalty F; (2 an ESS can be significantly transformed, such as from (D,D to (H,H by regulating rH, G and F accordingly; (3 the initial choice of strategy is essential to the final result; (4 if participation seems stable but unsatisfying, it is important to check whether it is a saddle point and adjust external factors accordingly. The findings benefit both water management practice and further research.

  19. The Effect of a Simulated Basketball Game on Players’ Sprint and Jump Performance, Temperature and Muscle Damage

    Directory of Open Access Journals (Sweden)

    Pliauga Vytautas

    2015-06-01

    Full Text Available Despite extensive data regarding the demands of playing basketball, the relative importance of factors that cause fatigue and muscle potentiation has been explored only tentatively and remains unclear. The aim of this experimental field study was to assess changes in leg muscle power and relate these changes to body temperature modifications and indices of exercise-induced muscle damage in response to a simulated basketball game. College-level male basketball players (n=10 were divided into two teams to play a simulated basketball game. Ten-meter sprint and vertical counter-movement jump tests, core body temperature and creatine-kinase activity were measured within 48 h after the game. The participants’ body temperatures increased after a warm-up (1.9%, p200%, p30%, p<0.05 after the game, indicating damage to the players’ muscles. The basketball players’ sprint and jump performance appear to be at least in part associated with body temperature changes, which might contribute to counteract fatigue during the larger part of a basketball game.

  20. An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation

    NARCIS (Netherlands)

    M. Dankbaar (Mary); J. Alsma (Jelmer); E.E.H. Jansen (Els E. H.); J.J.G. van Merriënboer (Jeroen); J.L.C.M. van Saase (Jan); S.C.E. Schuit (Stephanie)

    2015-01-01

    textabstractSimulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students’ cognitive skills and motivation. We se

  1. A Comparative Study of Cognitive Retention Using Simulation-Gaming as Opposed to Lecture-Discussion Techniques.

    Science.gov (United States)

    Lucas, Lawrence A.; And Others

    Research investigated the effect that the uses of simulation-gaming techniques have upon the acquisition and cognitive retention of facts, concepts, and principles. Two hundred and ninety-five students in public secondary schools in Indiana participated in the project; these were divided into experimental and control groups which received…

  2. Discretion vs. Valor: The Development and Evaluation of a Simulation Game about Being a Believer in the Soviet Union.

    Science.gov (United States)

    Blackstone, Barbara

    A study was conducted to determine the effectiveness of "Discretion vs. Valor," a simulation game designed to give North American players a chance to: (1) identify with "believers" (Christians) in the Soviet Union in order to form new images of these persons; (2) gain empathy for Christians by understanding the dilemmas they…

  3. The Effect of Ability, Achievement, and Number of Plays on Learning from a Simulation Game. Report Number 115.

    Science.gov (United States)

    Edwards, Keith J.

    This study examines the effect on learning of repeated plays of the simulation game "Trade and Develop" (T/D). It also examines the effects of students' ability, using a general measure (determined by school tracking procedures) and a specific measure (achievement test in the specific class). The results of the study indicate that, after playing…

  4. Method and Apparatus for Encouraging Physiological Self-Regulation Through Modulation of an Operator's Control Input to a Video Game or Training Simulator

    Science.gov (United States)

    Palsson, Olafur S. (Inventor); Harris, Randall L., Sr. (Inventor); Pope, Alan T. (Inventor)

    2002-01-01

    Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).

  5. Greenvec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator Using Galvanic Skin Response (GSR) Sensor

    OpenAIRE

    A. Noraziah; Muhd Azrulnizam Suna Abdullah; Nurzety Aqtar; Mohammed Adam Ibrahim Fakhreldin; Muhammad Nubli Abd Wahab

    2015-01-01

    The increasing fame of biofeedback game has brought convenience to human life. More and more people rely on biofeedback game as an alternative medical treatment to overcome their stress problems. GreenVec Biofeedback Game (GVBG) is a biofeedback game-based application that able to measure the skin conductivity of the player with an integration of Galvanic Skin Response (GSR) sensor. The measurement of the skin conductivity is crucial as an indicator for human meditation improvement in terms o...

  6. Training simulators for power plant operation based in multimedia, intelligent tutorials and virtual reality; Simuladores para entrenamiento en la operacion de centrales basados en multimedia, tutores inteligentes y realidad virtual

    Energy Technology Data Exchange (ETDEWEB)

    Rossano Roman, Miguel; Tavira Mondragon, Jose A.; Romero Jimenez, Guillermo; Buenabad Arias, Maria de los Angeles [Instituto de Investigaciones Electricas, Cuernavaca (Mexico)

    1997-12-31

    The possibility of utilizing simulators to support the fossil fuel power plants operation personnel training, is analyzed. These simulators can be based in multimedia, intelligent tutorials and virtual reality. The software and hardware advances of these technologies are analyzed and it is concluded that the simulators development for operators training supported in the fore mentioned technologies represents a new alternative for the instruction of personnel of this type of power stations that has to be analyzed and evaluated, since one of the disadvantages of this type of technologies is the equipment and software investment cost [Espanol] Se analiza la posibilidad de utilizar simuladores para ayudar al entrenamiento del personal en la operacion de centrales termoelectricas, dichos simuladores pueden estar basados en multimedia, tutores inteligentes y realidad virtual. Se describen los avances en software y hardware de estas tecnologias y se concluye en que el desarrollo de simuladores para el entrenamiento de operadores apoyados con las tecnologias antes mencionadas representa una nueva alternativa para la instruccion del personal de este tipo de centrales, que hay que analizar y evaluar, ya que una de las desventajas de este tipo de tecnologias es el costo de inversion en equipo y software

  7. Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game

    NARCIS (Netherlands)

    Leemkuil, Hendrik H.; de Jong, Anthonius J.M.

    2012-01-01

    Despite the long tradition of game-based learning, there are still many unanswered questions regarding the instructional design of educational games. An important issue is the support that learners can be given in a game to enhance their learning. One recommended type of support is “advice,” which

  8. The Relationship between Managerial Skills and Managerial Effectiveness in a Managerial Simulation Game

    Directory of Open Access Journals (Sweden)

    Petr Smutny

    2016-09-01

    Full Text Available The study explores the relationship between managerial skills and managerial effectiveness, measuring managerial effectiveness by four different methods. Evaluation of 96 top managers of fictitious companies by a group of 1,746 subordinates took place after three months of intensive cooperation during a managerial simulation game. All respondents were college students. Results show that different managerial effectiveness indicators have different sets of managerial skills predictors: Group performance (profit of company is predicted by motivational skills; perceived effectiveness (evaluation by subordinates is predicted by organizational skills and by motivational skills; organizational skills, communicational skills, and cooperativeness predict leadership emergence (assessed by subordinates; and evaluation and supervisory skills are the only predictor for leadership self-efficacy (self-evaluation of the manager. According to the results it is possible to recommend focusing especially on manager’s motivational skills in order to enhance team performance and on organizational skills for reinforcing manager’s position.

  9. Hadoop Tutorials - Hadoop Foundations

    CERN Document Server

    CERN. Geneva; Lanza Garcia, Daniel

    2016-01-01

    The Hadoop ecosystem is the leading opensource platform for distributed storage and processing of "big data". The Hadoop platform is available at CERN as a central service provided by the IT department. This tutorial organized by the IT Hadoop service, aims to introduce the main concepts about Hadoop technology in a practical way and is targeted to those who would like to start using the service for distributed parallel data processing. The main topics that will be covered are: Hadoop architecture and available components How to perform distributed parallel processing in order to explore and create reports with SQL (with Apache Impala) on example data. Using a HUE - Hadoop web UI for presenting the results in user friendly way. How to format and/or structure data in order to make data processing more efficient - by using various data formats/containers and partitioning techniques (Avro, Parquet, HBase). ...

  10. Community Earth System Model (CESM) Tutorial 2016 Final Report

    Energy Technology Data Exchange (ETDEWEB)

    Lamarque, Jean-Francois [Univ. Corporation for Atmospheric Research (UCAR) and National Center for Atmospheric Research (NCAR) and Climate and Global Dynamics Laboratory (CGD), Boulder, CO (United States)

    2017-05-09

    For the 2016 tutorial, NCAR/CGD requested a total budget of $70,000 split equally between DOE and NSF. The funds were used to support student participation (travel, lodging, per diem, etc.). Lectures and practical session support was primarily provided by local participants at no additional cost (see list below). The seventh annual Community Earth System Model (CESM) tutorial (2016) for students and early career scientists was held 8 – 12 August 2016. As has been the case over the last few years, this event was extremely successful and there was greater demand than could be met. There was continued interest in support of the NSF’s EaSM Infrastructure awards, to train these awardees in the application of the CESM. Based on suggestions from previous tutorial participants, the 2016 tutorial experience again provided direct connection to Yellowstone for each individual participant (rather than pairs), and used the NCAR Mesa Library. The 2016 tutorial included lectures on simulating the climate system and practical sessions on running CESM, modifying components, and analyzing data. These were targeted to the graduate student level. In addition, specific talks (“Application” talks) were introduced this year to provide participants with some in-depth knowledge of some specific aspects of CESM.

  11. War-gaming application for future space systems acquisition part 2: acquisition and bidding war-gaming modeling and simulation approaches for FFP and FPIF

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes cooperative and non-cooperative static Bayesian game models with complete and incomplete information for the development of optimum acquisition strategies associated with the Program and Technical Baseline (PTB) solutions obtained from Part 1 of this paper [1]. The optimum acquisition strategies discussed focus on achieving "Affordability" by incorporating contractors' bidding strategies into the government acquisition strategies for acquiring future space systems. The paper discusses System Engineering (SE) frameworks, analytical and simulation approaches and modeling for developing the optimum acquisition strategies from both the government and contractor perspectives for Firm Fixed Price (FFP) and Fixed Price Incentive Firm (FPIF) contract types.

  12. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  13. FIN 370new UOP Course Tutorial/TutorialRank

    OpenAIRE

    2015-01-01

    For more course tutorials visit www.tutorialrank.com Tutorial Purchased: 24 Times, Rating: A+   1.Which of the following is true regarding Investment Banks? 2. We compute the profitability index of a capital-budgeting proposal by Initial outlay = $1,748.80 3. Project Sigma requires an investment of $1 million and has a NPV of $10. Project Delta requires an investment of $500,000 and has a NPV of $150,000. The projects involve unrelated new product lines. What ...

  14. Quantitative Microbial Risk Assessment Tutorial - Primer

    Science.gov (United States)

    This document provides a Quantitative Microbial Risk Assessment (QMRA) primer that organizes QMRA tutorials. The tutorials describe functionality of a QMRA infrastructure, guide the user through software use and assessment options, provide step-by-step instructions for implementi...

  15. 2013 Community Earth System Model (CESM) Tutorial-Proposal to DOE

    Energy Technology Data Exchange (ETDEWEB)

    Holland, Marika; Bates, Susan

    2014-12-04

    THE SAME REQUEST WILL BE SENT TO BOTH NSF AND DOE TO EACH SUPPORT $35K. The third annual Community Earth System Model (CESM) tutorial for students and early career scientists was held from 30 July to 3 August, 2012. This event was extremely successful and, as for the tutorials in previous years, there was a greater demand than could be met. This indicates a continuing need for a tutorial of this type and we anticipate that the 2013 tutorial will be well received. The tutorial will include lectures on simulating the climate system and practical sessions on running CESM, modifying components, and analyzing data. These will be targeted to the graduate student level. Attendance will be limited to a maximum of 80 students with financial support for up to 40 students. Attendees will be balanced across institutions.

  16. Exploring Young People's Civic Identities through Gamification: A Case Study of Finnish, Swedish and Norwegian Adolescents Playing a Social Simulation Game

    Science.gov (United States)

    Eränpalo, Tommi

    2014-01-01

    This article is based on a case study where groups of Finnish, Swedish and Norwegian young people played a simulation game that stimulated collective deliberation on social issues. The game has been designed to provoke students to deliberate and to reflect on social problems relating to issues of citizenship and democracy. The analysis of the…

  17. Exploring Young People's Civic Identities through Gamification: A Case Study of Finnish, Swedish and Norwegian Adolescents Playing a Social Simulation Game

    Science.gov (United States)

    Eränpalo, Tommi

    2014-01-01

    This article is based on a case study where groups of Finnish, Swedish and Norwegian young people played a simulation game that stimulated collective deliberation on social issues. The game has been designed to provoke students to deliberate and to reflect on social problems relating to issues of citizenship and democracy. The analysis of the…

  18. Advocacy and IPR, tutorial 4

    CERN Document Server

    CERN. Geneva

    2005-01-01

    With open access and repositories assuming a high profile some may question whether advocacy is still necessary. Those involved in the business of setting up and populating repositories are aware that in the majority of institutions there is still a great need for advocacy. This tutorial will give participants an opportunity to discuss different advocacy methods and approaches, including the 'top down' and 'bottom up' approach, publicity methods and the opportunities offered by funding body positions on open access. Participants will have the opportunity to share experiences of what works and what doesn't. The advocacy role often encompasses responsibility for advising academics on IPR issues. This is a particularly critical area where repository staff are engaged in depositing content on behalf of academics. The tutorial will offer an opportunity to discuss the IPR issues encountered by those managing repositories. The tutorial will draw on the experience of participants who have been engaged in advocacy act...

  19. Neural networks and applications tutorial

    Science.gov (United States)

    Guyon, I.

    1991-09-01

    The importance of neural networks has grown dramatically during this decade. While only a few years ago they were primarily of academic interest, now dozens of companies and many universities are investigating the potential use of these systems and products are beginning to appear. The idea of building a machine whose architecture is inspired by that of the brain has roots which go far back in history. Nowadays, technological advances of computers and the availability of custom integrated circuits, permit simulations of hundreds or even thousands of neurons. In conjunction, the growing interest in learning machines, non-linear dynamics and parallel computation spurred renewed attention in artificial neural networks. Many tentative applications have been proposed, including decision systems (associative memories, classifiers, data compressors and optimizers), or parametric models for signal processing purposes (system identification, automatic control, noise canceling, etc.). While they do not always outperform standard methods, neural network approaches are already used in some real world applications for pattern recognition and signal processing tasks. The tutorial is divided into six lectures, that where presented at the Third Graduate Summer Course on Computational Physics (September 3-7, 1990) on Parallel Architectures and Applications, organized by the European Physical Society: (1) Introduction: machine learning and biological computation. (2) Adaptive artificial neurons (perceptron, ADALINE, sigmoid units, etc.): learning rules and implementations. (3) Neural network systems: architectures, learning algorithms. (4) Applications: pattern recognition, signal processing, etc. (5) Elements of learning theory: how to build networks which generalize. (6) A case study: a neural network for on-line recognition of handwritten alphanumeric characters.

  20. Tutorials in complex photonic media

    CERN Document Server

    Noginov, Mikhail A; McCall, Martin W; Zheludev, Nikolay I

    2010-01-01

    The field of complex photonic media encompasses many leading-edge areas in physics, chemistry, nanotechnology, materials science, and engineering. In Tutorials in Complex Photonic Media , leading experts have brought together 19 tutorials on breakthroughs in modern optics, such as negative refraction, chiral media, plasmonics, photonic crystals, and organic photonics. This text will help students, engineers, and scientists entering the field to become familiar with the interrelated aspects of the subject. It also serves well as a supplemental text in introductory and advanced courses on optica

  1. Mail2Print online tutorial

    CERN Document Server

    CERN. Geneva

    2016-01-01

    Mail2print is a feature which allows you to send documents to a printer by mail. This tutorial (text attached to the event page) explains how to use this service. Content owner: Vincent Nicolas Bippus Presenter: Pedro Augusto de Freitas Batista Tell us what you think via e-learning.support at cern.ch More tutorials in the e-learning collection of the CERN Document Server (CDS) https://cds.cern.ch/collection/E-learning%20modules?ln=en All info about the CERN rapid e-learning project is linked from http://twiki.cern.ch/ELearning  

  2. Agent Robot Soccer Simulation Game System%智能体机器人足球比赛模拟系统

    Institute of Scientific and Technical Information of China (English)

    梁家海; 陆丽丹

    2016-01-01

    Objective]Due to the high cost and technical difficulties of physical robot soccer game system,the agent robot simulation game system was proposed to provide reference for the organization and algorithms of robot soccer game.[Methods]According to the character-istics of the robot,a robot soccer tournament system was designed to solve the problems of robot soccer tournament platform.The study simulated real robot by agent.The control al-gorithm of robot soccer tournament was based on the agent.The motion speed,shooting speed,energy,collision avoidance capabilities and intentions on agent were used to establish a multi-robot soccer tournament under the impact parameter simulation system by network technology.[Results]Game results showed that the system could effectively stimulate the re-al tournament.[Conclusion]Robot soccer simulation game system is not only a platform for robot soccer simulation game,but also a solid impact assessment study of robot soccer com-petition strategy and related parameters.%【目的】实体机器人足球比赛系统成本高、技术难度大,而智能体(Agent)机器人模拟足球比赛系统可以为实体机器人足球比赛系统的设计提供参考。【方法】根据实体机器人的特点,用智能体模拟实体机器人,将机器人足球比赛的控制算法建立在智能体上,对智能体设置运动速度、射门速度、能量、避碰等能力及意图,再利用网络技术,建立一个多种影响参数的足球机器人比赛模拟系统。【结果】该系统能有效按研究者设定的参数(条件)进行比赛,比赛结果与实际基本相符。【结论】智能体足球机器人比赛模拟系统不仅可以作为实体机器人足球比赛的模拟平台,还可以作为实体机器人足球比赛策略和相关参数的研究平台。

  3. Historical review of tutorial in education

    Directory of Open Access Journals (Sweden)

    María Gabriela Luna Pérez

    2015-01-01

    Full Text Available For centuries, tutorials have always been of an individual character in the history of education. The paper reviews how tutorials in education have evolved from ancient Greece to the present by considering taking into account the following aspects: a its general understanding, b the favorite areas of orientation c the role of learning guiding process d the supporting role of tutorials. We offer a historical account of tutorials development in Mexican Education. The study provides the main trends of tutorial activities in primary education, the evidence confirmed that tutoring has evolved from the learning of philosophical and ethical questions to the multiple learning involving competencies.

  4. Simulation of Climate Negotiation Strategies b etween China and the U.S. Based on Game Theory

    Institute of Scientific and Technical Information of China (English)

    JIN Zhu-Gang; CAI Wen-Jia; WANG Can

    2014-01-01

    Consensus and disagreements between China and the U.S. are the key factors influencing the direction that global climate negotiation is heading for. By taking into account the uncertainties of temperature increment and its impact on GDP growth, together with the positive, negative and spillover effects of climate change investment on utility, a strategic simulation model including China and the U.S. is developed. Based on utility and game theory, a sensitivity analysis is conducted. The results show that the first-mover disadvantage exists in the game, and the scale of each country’s climate change investment under non-cooperative scenario is too small to ensure the 2◦C target. To guarantee the stability and win-win basis for global cooperation, the simulation results also indicate that it makes sense to assist and compensate technology transfer and funding to China.

  5. Online Searching in PBL Tutorials

    Science.gov (United States)

    Jin, Jun; Bridges, Susan M.; Botelho, Michael G.; Chan, Lap Ki

    2015-01-01

    This study aims to explore how online searching plays a role during PBL tutorials in two undergraduate health sciences curricula, Medicine and Dentistry. Utilizing Interactional Ethnography (IE) as an organizing framework for data collection and analysis, and drawing on a critical theory of technology as an explanatory lens, enabled a textured…

  6. Web-tutorials in context

    DEFF Research Database (Denmark)

    Lund, Haakon; Pors, Niels Ole

    2012-01-01

    Purpose – The purpose of the research is to investigate Norwegian web‐tutorials in contexts consisting of organizational issues and different forms of usability in relation to students’ perception and use of the system. Further, the research investigates the usefulness of the concepts concerning...

  7. Tutorial Instruction in Science Education

    Directory of Open Access Journals (Sweden)

    Rhea Miles

    2015-06-01

    Full Text Available The purpose of the study is to examine the tutorial practices of in-service teachers to address the underachievement in the science education of K-12 students. Method: In-service teachers in Virginia and North Carolina were given a survey questionnaire to examine how they tutored students who were in need of additional instruction. Results: When these teachers were asked, “How do you describe a typical one-on-one science tutorial session?” the majority of their responses were categorized as teacher-directed. Many of the teachers would provide a science tutorial session for a student after school for 16-30 minutes, one to three times a week. Respondents also indicated they would rely on technology, peer tutoring, scientific inquiry, or themselves for one-on-one science instruction. Over half of the in-service teachers that responded to the questionnaire stated that they would never rely on outside assistance, such as a family member or an after school program to provide tutorial services in science. Additionally, very few reported that they incorporated the ethnicity, culture, or the native language of ELL students into their science tutoring sessions.

  8. Online Searching in PBL Tutorials

    Science.gov (United States)

    Jin, Jun; Bridges, Susan M.; Botelho, Michael G.; Chan, Lap Ki

    2015-01-01

    This study aims to explore how online searching plays a role during PBL tutorials in two undergraduate health sciences curricula, Medicine and Dentistry. Utilizing Interactional Ethnography (IE) as an organizing framework for data collection and analysis, and drawing on a critical theory of technology as an explanatory lens, enabled a textured…

  9. Hypermedia 1990 structured Hypertext tutorial

    Science.gov (United States)

    Johnson, J. Scott

    1990-01-01

    Hypermedia 1990 structured Hypertext tutorial is presented in the form of view-graphs. The following subject areas are covered: structured hypertext; analyzing hypertext documents for structure; designing structured hypertext documents; creating structured hypertext applications; structuring service and repair documents; maintaining structured hypertext documents; and structured hypertext conclusion.

  10. Application of a Multi-Objective Network Model to a Combat Simulation Game: The Drive on Metz Case Study

    Science.gov (United States)

    2014-03-27

    VBA ) macros to set up the scenario. The assumptions required to implement the model are listed in Section 1.4.3 and are again summarized here: 1. One... model could be increased by reworking the VBA code to be more efficient or using a more advanced programming language or technique. Efficiency can also...APPLICATION OF A MULTI-OBJECTIVE NETWORK MODEL TO A COMBAT SIMULATION GAME: “THE DRIVE ON METZ” CASE STUDY THESIS Timothy D. Frawley, Captain, USAF

  11. BIT BY BIT: A Game Simulating Natural Language Processing in Computers

    Science.gov (United States)

    Kato, Taichi; Arakawa, Chuichi

    2008-01-01

    BIT BY BIT is an encryption game that is designed to improve students' understanding of natural language processing in computers. Participants encode clear words into binary code using an encryption key and exchange them in the game. BIT BY BIT enables participants who do not understand the concept of binary numbers to perform the process of…

  12. A Simulated Learning Environment of History Games for Enhancing Players' Cultural Awareness

    Science.gov (United States)

    Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun

    2015-01-01

    This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…

  13. Examining the Effects of Learning Motivation and of Course Design in an Instructional Simulation Game

    Science.gov (United States)

    Chang, Y. C.; Peng, H. Y.; Chao, H. C.

    2010-01-01

    In recent years, games have been proven to be an effective tool in supplementing traditional teaching methods. Through game playing, students can strengthen their cognitive-recognition architecture and can gain satisfaction as well as a sense of achievement. This study presents a conceptual framework for examining various effective strategies by…

  14. Testing Metaphorical Educational FPS Games

    Directory of Open Access Journals (Sweden)

    John R. Rankin

    2009-01-01

    Full Text Available It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Educational Serious Games (ESGs with minimal programming, artistic, or GT skills are not yet widely available. In this paper we investigate the feasibility of employing the FPS game genre for teaching purposes in the classroom. This is done by starting with a typical FPS game and constructing metaphorical correspondences with the desired ESG category. This mapping highlights the mentality level of FPS games and what it would take to modify them towards the level for real knowledge acquisition as in ESGs. By changing the game world rules to correspond with a classroom study area, we create a metaphorical educational FPS game. In this paper we describe two metaphorical educational FPS games and report on preliminary testing of their use in education. If testing of these metaphorical educational FPS games indicates that they would be beneficial in school classes then we intend to pursue the design of software tools and tutorials to enable teachers to develop their own metaphorical educational FPS games in two months or less.

  15. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    Science.gov (United States)

    Sato, Aiko; de Haan, Jonathan

    2016-01-01

    The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…

  16. The HEP Game : Simulator Game of Particle Detector & HEP Laboratory Facilities POSTER - Nathaniel Chandra Harjanto - Indonesia- CERN Summer Studentship 2013

    CERN Document Server

    Harjanto, Nathaniel Chandra

    2013-01-01

    Since the discovery of Higgs boson on 4 July 2012, CERN has increased its Outreach aspect to allow more people to gain knowledge about particle physics and the researches related to it especially in CERN. As part of CERN’s Outreach effort to spread the knowledge throughout the world, we work on a collaboration project between ATLAS and LHCb experiments to make a multi-platform game to educate players about particle physics and CERN also let them have fun at the same time so the education process is a lot more effective. The knowledge of Particle Physics is incomprehensible for most people such as children, teenagers, and people in general who are not being specifically a particle physicist. Therefore, there is a need to promote and spread the knowledge on particle physics throughout the world, and CERN as the world leading institution in particle physics research plays an essential role. Particle physics is not a simple matter that is easily understood by most people, thus the challenge is to make an educat...

  17. The HEP Game : Simulator Game of Particle Detector & HEP Laboratory Facilities REPORT - Nathaniel Chandra Harjanto - Indonesia- CERN Summer Studentship 2013

    CERN Document Server

    Harjanto, Nathaniel Chandra

    2013-01-01

    Since the discovery of Higgs boson on 4 July 2012, CERN has increased its Outreach aspect to allow more people to gain knowledge about particle physics and the researches related to it especially in CERN. As part of CERN’s Outreach effort to spread the knowledge throughout the world, we work on a collaboration project between ATLAS and LHCb experiments to make a multi-platform game to educate players about particle physics and CERN also let them have fun at the same time so the education process is a lot more effective. The knowledge of Particle Physics is incomprehensible for most people such as children, teenagers, and people in general who are not being specifically a particle physicist. Therefore, there is a need to promote and spread the knowledge on particle physics throughout the world, and CERN as the world leading institution in particle physics research plays an essential role. Particle physics is not a simple matter that is easily understood by most people, thus the challenge is to make an educat...

  18. The HEP Game : Simulator Game of Particle Detector & HEP Laboratory Facilities PRESENTATION - Nathaniel Chandra Harjanto - Indonesia- CERN Summer Studentship 2013

    CERN Document Server

    Harjanto, Nathaniel Chandra

    2013-01-01

    Since the discovery of Higgs boson on 4 July 2012, CERN has increased its Outreach aspect to allow more people to gain knowledge about particle physics and the researches related to it especially in CERN. As part of CERN’s Outreach effort to spread the knowledge throughout the world, we work on a collaboration project between ATLAS and LHCb experiments to make a multi-platform game to educate players about particle physics and CERN also let them have fun at the same time so the education process is a lot more effective. The knowledge of Particle Physics is incomprehensible for most people such as children, teenagers, and people in general who are not being specifically a particle physicist. Therefore, there is a need to promote and spread the knowledge on particle physics throughout the world, and CERN as the world leading institution in particle physics research plays an essential role. Particle physics is not a simple matter that is easily understood by most people, thus the challenge is to make an educat...

  19. Learning Objective-C by developing iPhone games

    CERN Document Server

    Walters, Joseph

    2014-01-01

    Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.

  20. Science Information Literacy Tutorials and Pedagogy

    Directory of Open Access Journals (Sweden)

    Ping Li

    2011-06-01

    Full Text Available Objective – This study examined information literacy tutorials in science. The goals of the research were to identify which of the information literacy standards for science, engineering and technology were addressed in the tutorials, and the extent that the tutorials incorporated good pedagogical elements.Methods – The researcher chose for review 31 of the tutorials selected by members of the ACRL Science & Technology Section (STS Information Literacy Committee. She carefully analyzed the tutorials and developed a database with codes for the topic of each tutorial, the STS information literacy standard(s addressed by the tutorial, and whether good pedagogical elements were incorporated. The entire analysis and coding procedure was repeated three times to ensure consistency.Results – The tutorials analyzed in this study covered various subjects and addressed all the (STS information literacy standards. The tutorials presented information clearly and allowed users to select their own learning paths. The incorporation of good pedagogical elements was limited, especially in relation to active learning elements.Conclusions – Web tutorials have been accepted as effective information literacy instruction tools and have been used to teach all elements of the STS information literacy standards. Yet, ensuring they provide a real learning experience for students remains a challenge. More serious thought needs to be given to integrating good pedagogy into these instructional tools in order to attain deep learning.

  1. Game theoretic approaches for spectrum redistribution

    CERN Document Server

    Wu, Fan

    2014-01-01

    This brief examines issues of spectrum allocation for the limited resources of radio spectrum. It uses a game-theoretic perspective, in which the nodes in the wireless network are rational and always pursue their own objectives. It provides a systematic study of the approaches that can guarantee the system's convergence at an equilibrium state, in which the system performance is optimal or sub-optimal. The author provides a short tutorial on game theory, explains game-theoretic channel allocation in clique and in multi-hop wireless networks and explores challenges in designing game-theoretic m

  2. Simulation and database society in Japanese role-playing game fandoms: Reading boys' love dōjinshi online

    Directory of Open Access Journals (Sweden)

    Lucy Hannah Glasspool

    2013-03-01

    Full Text Available Japanese video games have been characterized as typifying contemporary postmodernity in the form of simulacra, both as a media form and in terms of their extensive localization for international markets, which creates user fantasies of Japaneseness that are not linked to an authentic or original Japan. These simulations are reappropriated by fans to create new content, in this case boys' love dōjinshi, which are in turn disseminated and consumed in an English-speaking online context. Fantasy role-playing video games, which often privilege heteronormativity and binary gender norms in their goals, narratives, and aesthetics, are among the most popular texts reimagined in this way. This study considers the concepts of simulation and database societies through an examination of the ways in which artificial contours of Japaneseness are constructed in the role-playing game series Final Fantasy VII's boys' love dōjinshi fandoms, how far these fan texts develop possibilities for the deconstruction of heteronormativity, and how transnational digitized consumption methods facilitate the intersection of these phenomena.

  3. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  4. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  5. Caregiver's satisfaction with a video tutorial for shoulder dystocia management algorithm.

    Science.gov (United States)

    Youssef, A; Salsi, G; Ragusa, A; Ghi, T; Pacella, G; Rizzo, N; Pilu, G

    2015-01-01

    In our questionnaire, a video tutorial illustrating the management of shoulder dystocia was considered by health personnel as a useful complementary training tool. We prepared a 5-min video tutorial on the management of shoulder dystocia, using a simulator that includes maternal pelvic and baby models. We performed a survey among obstetric personnel in order to assess their opinion on the tutorial by inviting them to watch the video tutorial and answer an online questionnaire. Five multiple-choice questions were set, focusing on the video's main objectives: clarity, simplicity and usefulness. Following the collection of answers, global and category-weighted analyses were conducted for each question. Out of 956 invitations sent, 482 (50.4%) answered the survey. More than 90% of all categories found the video tutorial to be clinically relevant and clear. For revising the management of shoulder dystocia most obstetric personnel would use the video tutorial together with traditional textbooks. In conclusion, our video tutorial was considered by health personnel as a useful complementary training tool.

  6. ROOT Tutorial for Summer Students

    CERN Document Server

    CERN. Geneva; Piparo, Danilo

    2015-01-01

    ROOT is a "batteries-included" tool kit for data analysis, storage and visualization. It is widely used in High Energy Physics and other disciplines such as Biology, Finance and Astrophysics. This event is an introductory tutorial to ROOT and comprises a front lecture and hands on exercises. IMPORTANT NOTE: The tutorial is based on ROOT 6.04 and NOT on the ROOT5 series.  IMPORTANT NOTE: if you have ROOT 6.04 installed on your laptop, you will not need to install any virtual machine. The instructions showing how to install the virtual machine on which you can find ROOT 6.04 can be found under "Material" on this page.

  7. CRJ 305 ASH Tutorial/ Uoptutorial

    OpenAIRE

    venkatesh

    2015-01-01

    For more course tutorials visit   www.uoptutorial.com       Law - General Law Factors that Cause Crime. In Chapter 1 of Crime Prevention, the author discusses factors that cause crime. Select a specific crime or criminal issue. What are three factors that lead to the crime or criminal justice issue you identified? Identify possible solutions to the crime or criminal justice issue you selected. Why do you think these solutions would be effective ...

  8. Tutorial on Online Partial Evaluation

    Directory of Open Access Journals (Sweden)

    William R. Cook

    2011-09-01

    Full Text Available This paper is a short tutorial introduction to online partial evaluation. We show how to write a simple online partial evaluator for a simple, pure, first-order, functional programming language. In particular, we show that the partial evaluator can be derived as a variation on a compositionally defined interpreter. We demonstrate the use of the resulting partial evaluator for program optimization in the context of model-driven development.

  9. Creating R Packages: A Tutorial

    OpenAIRE

    Leisch, Friedrich

    2008-01-01

    This tutorial gives a practical introduction to creating R packages. We discuss how object oriented programming and S formulas can be used to give R code the usual look and feel, how to start a package from a collection of R functions, and how to test the code once the package has been created. As running example we use functions for standard linear regression analysis which are developed from scratch.

  10. Tutorial on Online Partial Evaluation

    CERN Document Server

    Cook, William R; 10.4204/EPTCS.66.8

    2011-01-01

    This paper is a short tutorial introduction to online partial evaluation. We show how to write a simple online partial evaluator for a simple, pure, first-order, functional programming language. In particular, we show that the partial evaluator can be derived as a variation on a compositionally defined interpreter. We demonstrate the use of the resulting partial evaluator for program optimization in the context of model-driven development.

  11. A Tutorial on Variational Integrators

    CERN Document Server

    Webb, Stephen D

    2014-01-01

    We present a brief tutorial on the nuts and bolts computation of a multisymplectic particle-in-cell algorithm using the discretized Lagrangian approach. This approach, originated by Marsden, Shadwick, and others, brings the benefits of symplectic integration of Hamiltonian systems to full electromagnetic particle-in-cell algorithms. To make the work more approachable, we present a basic discussion of the philosophy, combined with a detailed derivation of a standard 1-dimensional electrostatic particle-in-cell algorithm.

  12. ECO 204 NEW Tutorial / Uoptutorial

    OpenAIRE

    Armugam

    2015-01-01

    For more course tutorials visit www.uoptutorial.com   Circular Flow Diagram. Explain how the circular flow diagram relates to the current economic situation. Using the circular flow diagram, explain a way that your family interacts in the factor market and a way that it interacts in the products market. Supply and Demand. Analyze how the law of demand applies to a recent purchase that you made. Describe how the product has changed in price and explain whether the price ch...

  13. Transfer of Gaming : Transfer of training in serious gaming

    NARCIS (Netherlands)

    Korteling, J.E.; Helsdingen, A.S.; Sluimer, R.R.; Emmerik, M.L. van; Kappé, B.

    2011-01-01

    Serious gaming for learning purposes exploits characteristics of play to help people learn by using computer games. The combination of play, learning and simulation may explain the popularity of the concept of serious gaming. Furthermore, PC based games may have great learning value because they off

  14. Transfer of Gaming : Transfer of training in serious gaming

    NARCIS (Netherlands)

    Korteling, J.E.; Helsdingen, A.S.; Sluimer, R.R.; Emmerik, M.L. van; Kappé, B.

    2011-01-01

    Serious gaming for learning purposes exploits characteristics of play to help people learn by using computer games. The combination of play, learning and simulation may explain the popularity of the concept of serious gaming. Furthermore, PC based games may have great learning value because they

  15. La Acción Tutorial

    OpenAIRE

    Campillo Frutos, Sebastián; Sánchez López, María Cristina; Gomariz Vicente, María Ángeles; Martínez Juárez, Miriam

    2009-01-01

    Contenidos: La Acción tutorial. El tutor. El Plan de Acción Tutorial. Técnicas para el desarrollo de la Acción Tutorial. Materia que se imparte en el Master Universitario en Formación del Profesorado de Educación Secundaria Obligatoria y Bachillerato, Formación Profesional, Enseñanzas de Idiomas y Enseñanzas Artísticas

  16. 2012 Community Earth System Model (CESM) Tutorial - Proposal to DOE

    Energy Technology Data Exchange (ETDEWEB)

    Holland, Marika [National Center for Atmospheric Research, Boulder, CO (United States); Bailey, David A [National Center for Atmospheric Research, Boulder, CO (United States)

    2013-03-18

    The Community Earth System Model (CESM) is a fully-coupled, global climate model that provides state-of-the-art computer simulations of the Earth's past, present, and future climate states. This document provides the agenda and list of participants for the conference. Web materials for all lectures and practical sessions available from: http://www.cesm.ucar.edu/events/tutorials/073012/ .

  17. GEOS. User Tutorials

    Energy Technology Data Exchange (ETDEWEB)

    Fu, Pengchen [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Settgast, Randolph R. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Johnson, Scott M. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Walsh, Stuart D.C. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Morris, Joseph P. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States); Ryerson, Frederick J. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2014-12-17

    GEOS is a massively parallel, multi-physics simulation application utilizing high performance computing (HPC) to address subsurface reservoir stimulation activities with the goal of optimizing current operations and evaluating innovative stimulation methods. GEOS enables coupling of di erent solvers associated with the various physical processes occurring during reservoir stimulation in unique and sophisticated ways, adapted to various geologic settings, materials and stimulation methods. Developed at the Lawrence Livermore National Laboratory (LLNL) as a part of a Laboratory-Directed Research and Development (LDRD) Strategic Initiative (SI) project, GEOS represents the culmination of a multi-year ongoing code development and improvement e ort that has leveraged existing code capabilities and sta expertise to design new computational geosciences software.

  18. SHARP Multiphysics Tutorials

    Energy Technology Data Exchange (ETDEWEB)

    Yu, Y. Q. [Argonne National Lab. (ANL), Argonne, IL (United States); Shemon, E. R. [Argonne National Lab. (ANL), Argonne, IL (United States); Mahadevan, Vijay S. [Argonne National Lab. (ANL), Argonne, IL (United States); Rahaman, Ronald O. [Argonne National Lab. (ANL), Argonne, IL (United States)

    2016-02-29

    SHARP, developed under the NEAMS Reactor Product Line, is an advanced modeling and simulation toolkit for the analysis of advanced nuclear reactors. SHARP is comprised of three physics modules currently including neutronics, thermal hydraulics, and structural mechanics. SHARP empowers designers to produce accurate results for modeling physical phenomena that have been identified as important for nuclear reactor analysis. SHARP can use existing physics codes and take advantage of existing infrastructure capabilities in the MOAB framework and the coupling driver/solver library, the Coupled Physics Environment (CouPE), which utilizes the widely used, scalable PETSc library. This report aims at identifying the coupled-physics simulation capability of SHARP by introducing the demonstration example called sahex in advance of the SHARP release expected by Mar 2016. sahex consists of 6 fuel pins with cladding, 1 control rod, sodium coolant and an outer duct wall that encloses all the other components. This example is carefully chosen to demonstrate the proof of concept for solving more complex demonstration examples such as EBR II assembly and ABTR full core. The workflow of preparing the input files, running the case and analyzing the results is demonstrated in this report. Moreover, an extension of the sahex model called sahex_core, which adds six homogenized neighboring assemblies to the full heterogeneous sahex model, is presented to test homogenization capabilities in both Nek5000 and PROTEUS. Some primary information on the configuration and build aspects for the SHARP toolkit, which includes capability to auto-download dependencies and configure/install with optimal flags in an architecture-aware fashion, is also covered by this report. A step-by-step instruction is provided to help users to create their cases. Details on these processes will be provided in the SHARP user manual that will accompany the first release.

  19. A beer game simulation model for studying the impact of information sharing to diminish the bullwhip effect in supply chains: an educational support tool in supply chain management

    Directory of Open Access Journals (Sweden)

    Éder Vasco Pinheiro

    2016-06-01

    Full Text Available This paper simulates the Beer Distribution Game using object oriented simulation software. A five echelon supply chain with bidirectional relationships is reproduced, employing simulation to demonstrate the impact of information on the generation of the bullwhip effect. In doing so, this study intends to provide a simple didactic tool to assist academically in supply chain management. As the result of the simulations, it was possible to demonstrate the occurrence of the bullwhip effect and how information sharing can diminish it.

  20. Strategic bidding in electricity markets: An agent-based simulator with game theory for scenario analysis

    DEFF Research Database (Denmark)

    Pinto, Tiago; Praca, Isabel; Morais, Hugo

    2013-01-01

    the behavior that better fits their objectives. This model includes forecasts of competitor players’ actions, to build models of their behavior, in order to define the most probable expected scenarios. Once the scenarios are defined, game theory is applied to support the choice of the ac-tion to be performed......Electricity markets are complex environments, involving a large number of different entities, with specific charac-teristics and objectives, making their decisions and interacting in a dynamic scene. Game-theory has been widely used to sup-port decisions in competitive environments; therefore its...... application in electricity markets can prove to be a high potential tool. This paper proposes a new scenario analysis algorithm, which includes the application of game-theory, to evaluate and preview different scenarios and provide players with the ability to strategically react in order to exhibit...

  1. A serious game skills competition increases voluntary usage and proficiency of a virtual reality laparoscopic simulator during first-year surgical residents' simulation curriculum.

    Science.gov (United States)

    El-Beheiry, Mostafa; McCreery, Greig; Schlachta, Christopher M

    2017-04-01

    The objective of this study was to assess the effect of a serious game skills competition on voluntary usage of a laparoscopic simulator among first-year surgical residents' standard simulation curriculum. With research ethics board approval, informed consent was obtained from first-year surgical residents enrolled in an introductory surgical simulation curriculum. The class of 2013 served as a control cohort following the standard curriculum which mandates completion of six laparoscopic simulator skill tasks. For the 2014 competition cohort, the only change introduced was the biweekly and monthly posting of a leader board of the top three and ten fastest peg transfer times. Entry surveys were administered assessing attitudes towards simulation-based training and competition. Cohorts were observed for 5 months. There were 24 and 25 residents in the control and competition cohorts, respectively. The competition cohort overwhelmingly (76 %) stated that they were not motivated to deliberate practice by competition. Median total simulator usage time was 132 min (IQR = 214) in the competition cohort compared to 89 (IQR = 170) in the control cohort. The competition cohort completed their course requirements significantly earlier than the control cohort (χ (2) = 6.5, p = 0.01). There was a significantly greater proportion of residents continuing to use the simulator voluntarily after completing their course requirements in the competition cohort (44 vs. 4 %; p = 0.002). Residents in the competition cohort were significantly faster at peg transfer (194 ± 66 vs. 233 ± 53 s, 95 % CI of difference = 4-74 s; p = 0.03) and significantly decreased their completion time by 33 ± 54 s (95 % CI 10-56 s; paired t test, p = 0.007). A simple serious games skills competition increased voluntary usage and performance on a laparoscopic simulator, despite a majority of participants reporting they were not motivated by competition. Future directions

  2. GEN 480 UOP TUTORIAL / Uoptutorial

    OpenAIRE

    2015-01-01

    For more course tutorials visit www.uoptutorial.com           GEN 480 Week 1 DQ 1  GEN 480 Week 1 DQ 2  GEN 480 Week 1 DQ 3  GEN 480 Week 1 DQ 4  GEN 480 Week 1 Individual AssignmentEthics Awareness  GEN 480 Week 1 Summary  GEN 480 Week 2 DQ 1  GEN 480 Week 2 DQ 2  GEN 480 Week 2 DQ 3  GEN 480 Week 2 DQ 4  GEN 480 Week 2 Individual Assignment Ethics Awareness &...

  3. Agregar recursos en Studium. Tutorial

    OpenAIRE

    Universidad de Salamanca (España). Universidad Virtual

    2009-01-01

    A través de este tutorial se pretende dar a conocer las opciones que presenta Studium para agregar diversos tipos de recursos. Se explica de forma textual y gráfica cómo añadir y editar una etiqueta, una página de texto, una página web, enlazar diversos tipos de documentos, como un archivo o una web. Por otra parte, se presenta cómo gestionar el uso de carpetas.

  4. Web-tutorials in context

    DEFF Research Database (Denmark)

    Lund, Haakon; Pors, Niels Ole

    2012-01-01

    affordances and different forms of usability. Design/methodology/approach – The research has employed a variety of data‐collection methods including interviews with librarians, interviews and focus group interviews with students, coupled with tests of their capabilities using the systems. A detailed research...... of students were also interesting, clearly indicating marked differences in perceptions depending on study year and discipline but also different valuation of the different forms of usability. Overall, the research indicated a discrepancy between design intentions versus use and perception of the tutorials...

  5. ACC 230 UOP TUTORIAL / Uoptutorial

    OpenAIRE

    Justin Bieber

    2015-01-01

    For more course tutorials visit www.uoptutorial.com   ACC 230 Week 1 Checkpoint Financial Statements ACC 230 Week 1 DQ 1 and DQ 2 ACC 230 Week 2 CheckPoint Differentiating Depreciation Methods ACC 230 Week 2 Assignment Lucent Technologies Case ACC 230 Week 3 CheckPoint Preparing an Income Statement ACC 230 Week 3 DQ 1 and DQ 2 ACC 230 Week 4 CheckPoint Analyzing an Income Statement ACC 230 Week 4 Assignment Web Sites Search ACC 230 Week 5 Chec...

  6. The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning

    Science.gov (United States)

    Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro

    2013-01-01

    Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…

  7. Toward a Theoretical Model of Learning As It Relates To Simulation Games With Discussion.

    Science.gov (United States)

    Chartier, Myron Raymond

    In order for research on the educational utility of simultation games to advance, there must be some stipulation of a set of significant variables. This, in turn, requires the building of testable theoretical models and the formulation of strategic propositions to test their validity. An example of the process involved is as follows. Focusing upon…

  8. The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning

    Science.gov (United States)

    Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro

    2013-01-01

    Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…

  9. A narrative literature review of games, animations and simulations to teach research methods and statistics

    NARCIS (Netherlands)

    Boyle, Elizabeth; MacArthur, Ewan; Connolly, Thomas; Hainey, Thomas; Kärki, Anne; Van Rosmalen, Peter

    2014-01-01

    Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against

  10. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  11. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  12. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  13. SFO-Project: The New Generation of Sharable, Editable and Open-Access CFD Tutorials

    Science.gov (United States)

    Javaherchi, Teymour; Javaherchi, Ardeshir; Aliseda, Alberto

    2016-11-01

    One of the most common approaches to develop a Computational Fluid Dynamic (CFD) simulation for a new case study of interest is to search for the most similar, previously developed and validated CFD simulation among other works. A simple search would result into a pool of written/visual tutorials. However, users should spend significant amount of time and effort to find the most correct, compatible and valid tutorial in this pool and further modify it toward their simulation of interest. SFO is an open-source project with the core idea of saving the above-mentioned time and effort. This is done via documenting/sharing scientific and methodological approaches to develop CFD simulations for a wide spectrum of fundamental and industrial case studies in three different CFD solvers; STAR-CCM +, FLUENT and Open FOAM (SFO). All of the steps and required files of these tutorials are accessible and editable under the common roof of Github (a web-based Git repository hosting service). In this presentation we will present the current library of 20 + developed CFD tutorials, discuss the idea and benefit of using them, their educational values and explain how the next generation of open-access and live resource of CFD tutorials can be built further hand-in-hand within our community.

  14. Hyperspectral image analysis. A tutorial

    Energy Technology Data Exchange (ETDEWEB)

    Amigo, José Manuel, E-mail: jmar@food.ku.dk [Spectroscopy and Chemometrics Group, Department of Food Sciences, Faculty of Science, University of Copenhagen, Rolighedsvej 30, Frederiksberg C DK–1958 (Denmark); Babamoradi, Hamid [Spectroscopy and Chemometrics Group, Department of Food Sciences, Faculty of Science, University of Copenhagen, Rolighedsvej 30, Frederiksberg C DK–1958 (Denmark); Elcoroaristizabal, Saioa [Spectroscopy and Chemometrics Group, Department of Food Sciences, Faculty of Science, University of Copenhagen, Rolighedsvej 30, Frederiksberg C DK–1958 (Denmark); Chemical and Environmental Engineering Department, School of Engineering, University of the Basque Country, Alameda de Urquijo s/n, E-48013 Bilbao (Spain)

    2015-10-08

    This tutorial aims at providing guidelines and practical tools to assist with the analysis of hyperspectral images. Topics like hyperspectral image acquisition, image pre-processing, multivariate exploratory analysis, hyperspectral image resolution, classification and final digital image processing will be exposed, and some guidelines given and discussed. Due to the broad character of current applications and the vast number of multivariate methods available, this paper has focused on an industrial chemical framework to explain, in a step-wise manner, how to develop a classification methodology to differentiate between several types of plastics by using Near infrared hyperspectral imaging and Partial Least Squares – Discriminant Analysis. Thus, the reader is guided through every single step and oriented in order to adapt those strategies to the user's case. - Highlights: • Comprehensive tutorial of Hyperspectral Image analysis. • Hierarchical discrimination of six classes of plastics containing flame retardant. • Step by step guidelines to perform class-modeling on hyperspectral images. • Fusion of multivariate data analysis and digital image processing methods. • Promising methodology for real-time detection of plastics containing flame retardant.

  15. Tutorial on Superconducting Accelerator Magnets

    Science.gov (United States)

    Ball, M. J. Penny; Goodzeit, Carl L.

    1997-05-01

    A multimedia CD-ROM tutorial on the physics and engineering concepts of superconducting magnets for particle accelerators is being developed under a U.S. Dept. of Energy SBIR grant. The tutorial, scheduled for distribution this summer, is targeted to undergraduate junior or senior level science students. However, its unified presentation of the broad range of issues involved in the design of superconducting magnets for accelerators and the extensive detail about the construction process (including animations and video clips) will also be of value to staff of research institutes and industrial concerns with an interest in applied superconductivity or magnet development. The source material, which is based on the world-wide R and D programs to develop superconducting accelerator magnets, is organized in five units with the following themes: Introduction to magnets and accelerators; (2) Superconductors for accelerator magnets; (3) Magnetic design methods for accelerator magnets; (4) Electrical, mechanical, and cryogenic considerations for the final magnet package; (5) Performance characteristics and measurement methods. A detailed outline and examples will be shown.

  16. All 2006 ATLAS Tutorials online

    CERN Multimedia

    Steven Goldfarb,; Mitch McLachlan,; Homer A. Neal

    The University of Michigan has completed its full agenda of Web Lecture recording for ATLAS for 2006. The archives include all three ATLAS Week Plenary Sessions, as well as a large variety of tutorials. They are accessible at target="_top" this location. Viewing requires a standard web browser with RealPlayer plug-in (included in most browsers automatically) and works on any major platform. This is the first year our group has been asked to provide this complete service to the collaboration, so any and all feedback is welcome. We would especially like to know if you had any difficulties viewing the lectures, if you found the selection of material to be useful, and/or if you think there are any other specific events we ought to cover in 2007. Please send you comments to wlap@umich.edu. We look forward to bringing you a rich variety of new lectures in 2007, starting with the ATLAS Distributed Computing Tutorial on Feb 1, 2 in Edinburgh and concluding with the Higgs discovery talk (of course). Enjoy the Lec...

  17. Supermodular games and potential games.

    OpenAIRE

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2003-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and two-person Cournot games.

  18. Tutorial

    DEFF Research Database (Denmark)

    Bender, Ralf; Berg, Gabriele; Zeeb, Hajo

    2005-01-01

    Confidence intervals represent a routinely used standard method to document the uncertainty of estimated effects. In most cases, for the calculation of confidence intervals the conventional fixed 95% confidence level is used. Confidence curves represent a graphical illustration of confidence...... attention to the different interpretation of one- and two-sided statistical inference. It is shown that these two options also have influence on the plotting of appropriate confidence curves. We illustrate the use of one- and two-sided confidence curves and explain their correct interpretation. In medical...

  19. The genre tutorial and social networks terminology

    Directory of Open Access Journals (Sweden)

    Márcio Sales Santiago

    2014-02-01

    Full Text Available This paper analyzes the terminology in the Internet social networks tutorials. A tutorial is a specialized text, full of terms, aiming to teach an individual or group of individuals who need some guidelines to operationalize a computerized tool, such as a social network. It is necessary to identify linguistic and terminological characteristics from the specialized lexical units in this digital genre. Social networks terminology is described and exemplified here. The results show that it is possible to refer to two specific terminologies in tutorials which help to determine the terminological profile of the thematic area, specifically from the point of view of denomination.

  20. OAI-PMH basics Tutorial 3

    CERN Document Server

    CERN. Geneva

    2007-01-01

    This tutorial is aimed at those who are new to the area of repositories and who want to learn more about key advocacy and policy issues. The tutorial will include information and advice on putting together an institutional advocacy campaign and developing policies for your repository. There will be opportunities for participants to share experiences and to ask questions. The tutorial will include a practical exercise in developing an advocacy presentation. Participants with experience of advocacy are welcome to attend the session to share their experiences, but should bear in mind that it is aimed primarily at those looking for help and advice in advocacy matters.

  1. Advocacy and policy issues Tutorial 2

    CERN Document Server

    CERN. Geneva

    2007-01-01

    This tutorial is aimed at those who are new to the area of repositories and who want to learn more about key advocacy and policy issues. The tutorial will include information and advice on putting together an institutional advocacy campaign and developing policies for your repository. There will be opportunities for participants to share experiences and to ask questions. The tutorial will include a practical exercise in developing an advocacy presentation. Participants with experience of advocacy are welcome to attend the session to share their experiences, but should bear in mind that it is aimed primarily at those looking for help and advice in advocacy matters.

  2. Hadoop Tutorial - Efficient data ingestion

    CERN Document Server

    CERN. Geneva; Baranowski, Zbigniew

    2016-01-01

    The Hadoop ecosystem is the leading opensource platform for distributed storage and processing of "big data". The Hadoop platform is available at CERN as a central service provided by the IT department. Real-time data ingestion to Hadoop ecosystem due to the system specificity is non-trivial process and requires some efforts (which is often underestimated) in order to make it efficient (low latency, optimize data placement, footprint on the cluster). In this tutorial attendees will learn about: The important aspects of storing the data in Hadoop Distributed File System (HDFS).  Data ingestion techniques and engines that are capable of shipping data to Hadoop in an efficient way. Setting up a full data ingestion flow into a Hadoop Distributed Files System from various sources (streaming, log files, databases) using the best practices and components available around the ecosystem (including Sqoop, Kite, Flume, Kafka...

  3. Hyperspectral image analysis. A tutorial

    DEFF Research Database (Denmark)

    Amigo Rubio, Jose Manuel; Babamoradi, Hamid; Elcoroaristizabal Martin, Saioa

    2015-01-01

    This tutorial aims at providing guidelines and practical tools to assist with the analysis of hyperspectral images. Topics like hyperspectral image acquisition, image pre-processing, multivariate exploratory analysis, hyperspectral image resolution, classification and final digital image processi...... to differentiate between several types of plastics by using Near infrared hyperspectral imaging and Partial Least Squares - Discriminant Analysis. Thus, the reader is guided through every single step and oriented in order to adapt those strategies to the user's case....... will be exposed, and some guidelines given and discussed. Due to the broad character of current applications and the vast number of multivariate methods available, this paper has focused on an industrial chemical framework to explain, in a step-wise manner, how to develop a classification methodology...

  4. Basic Radar Altimetry Toolbox & Tutorial

    Science.gov (United States)

    Rosmorduc, Vinca; Benveniste, Jerome; Breebaart, Leo; Bronner, Emilie; Dinardo, Salvatore; Earith, Didier; Lucas, Bruno Manuel; Niejmeier, Sander; Picot, Nicolas

    2010-12-01

    The Basic Radar Altimetry Toolbox is an "all-altimeter" collection of tools, tutorials and documents designed to facilitate the use of radar altimetry data, including the last mission launched, CryoSat. It has been available from April 2007, and had been demonstrated during training courses and scientific meetings. Nearly 1200 people downloaded it (as of end of June 2010), with many "newcomers" to altimetry among them. Users' feedbacks, developments in altimetry, and practice, showed that new interesting features could be added. Some have been added and/or improved in version 2. Others are ongoing, some are in discussion. The Basic Radar Altimetry Toolbox is able: - to read most distributed radar altimetry data, from ERS-1 & 2, Topex/Poseidon, Geosat Follow-on, Jason- 1, Envisat, Jason- 2, CryoSat and also the future Saral and Sentinel 3 missions, - to perform some processing, data editing and statistic, - and to visualize the results. It can be used at several levels/several ways: - as a data reading tool, with APIs for C, Fortran, Matlab and IDL - as processing/extraction routines, through the on-line command mode - as an educational and a quick-look tool both, with the graphical user interface As part of the Toolbox, a Radar Altimetry Tutorial gives general information about altimetry, the technique involved and its applications, as well as an overview of past, present and future missions, including information on how to access data, additional software and documentation. It also presents a series of data use cases, covering all uses of altimetry over ocean, cryosphere and land, showing the basic methods for some of the most frequent manners of using altimetry data. BRAT is developed under contract with ESA and CNES. It is available at http://www.altimetry.info and http://earth.esa.int/brat/

  5. Extending the Use and Effectiveness of the Monopoly® Board Game as an In-Class Economic Simulation in the Introductory Financial Accounting Course

    Science.gov (United States)

    Shanklin, Stephen B.; Ehlen, Craig R.

    2017-01-01

    This paper extends the use of the Monopoly® board game as an economic simulation exercise designed to reinforce an understanding of how the accounting cycle impacts the financial statements used to evaluate management performance. This extension adds elements of debt not previously utilized to allow for an introduction of the fundamentals of ratio…

  6. SimPhy: a simulation game to lessen the impact of phytosanitaries on health and the environment--the case of Merja Zerga in Morocco.

    Science.gov (United States)

    Ayadi, H; Le Bars, M; Le Grusse, Ph; Mandart, E; Fabre, J; Bouaziz, A; Bord, J P

    2014-04-01

    Diffuse phytosanitary pollution is a complex phenomenon to manage. Reducing this type of pollution is one of today's key socio-economic and environmental challenges. At the regional level, few approaches enable the actors concerned to implement agricultural management strategies to reduce the use and impact of phytosanitary products. Our research problem focused on the consequences of intensive agriculture and, in particular, how to evaluate the impact of phytosanitary products on human health and the environment. In this article, we present the SimPhy simulation game which places the actors from a given region directly into a situation in which they manage farms whilst under pressure to reduce phytosanitaries (quantity and toxicity). The application focused on the Merja Zerga catchment area in Morocco. The region is dominated by intensive agriculture which is located upstream from a Ramsar-classified wetland area. The SimPhy simulation game is based on a decision support system-type tool. It allows us to anticipate the impact of regulations on farming systems. It also enables us to analyse the consequences of the actors' strategies on farm economies, human health and the quality of ecosystems. Initial results from the SimPhy simulation game enabled the technicians from Agricultural Development Center (CDA) themselves to learn about managing agricultural production systems in a dynamic and interactive fashion. With the simulation game, it was possible to learn about the farmer's ability to adapt to new regulatory constraints, and the involved consequences for toxicity risks for human health and the environment.

  7. Using gaming engines and editors to construct simulations of fusion algorithms for situation management

    Science.gov (United States)

    Lewis, Lundy M.; DiStasio, Nolan; Wright, Christopher

    2010-04-01

    In this paper we discuss issues in testing various cognitive fusion algorithms for situation management. We provide a proof-of-principle discussion and demo showing how gaming technologies and platforms could be used to devise and test various fusion algorithms, including input, processing, and output, and we look at how the proof-of-principle could lead to more advanced test beds and methods for high-level fusion in support of situation management. We develop four simple fusion scenarios and one more complex scenario in which a simple rule-based system is scripted to govern the behavior of battlespace entities.

  8. Understanding Medical Words Tutorial: Download Instructions

    Science.gov (United States)

    ... https://medlineplus.gov/medwords/medicalwordsdownload.html Understanding Medical Words Tutorial: Download Instructions To use the sharing features ... no Internet connection is available. Download: Understanding Medical Words [16MB zip file] Download instructions : Click on the ...

  9. The BTeV Software Tutorial Suite

    Energy Technology Data Exchange (ETDEWEB)

    Robert K. Kutschke

    2004-02-20

    The BTeV Collaboration is starting to develop its C++ based offline software suite, an integral part of which is a series of tutorials. These tutorials are targeted at a diverse audience, including new graduate students, experienced physicists with little or no C++ experience, those with just enough C++ to be dangerous, and experts who need only an overview of the available tools. The tutorials must both teach C++ in general and the BTeV specific tools in particular. Finally, they must teach physicists how to find and use the detailed documentation. This report will review the status of the BTeV experiment, give an overview of the plans for and the state of the software and will then describe the plans for the tutorial suite.

  10. Tutorials in university students with a disability

    Directory of Open Access Journals (Sweden)

    Joaquín Gairín Sallán

    2013-10-01

    Full Text Available This article places an emphasis on the importance of tutorials for students with a disability in universities. It presented the most significant results of the study of tutorials carried out in help services, units or offices for students with a disability inmore than 45 Spanish universities, in relation to promotion, reception, completion and graduation. The contributions highlight the importance of organising a response through a Tutorial Action Plan made up of the stages of motivation and awareness-raisin, planning, execution, evaluation and institutionalisation. Among the principle conclusions, the importance of moving towards a truly inclusive university through tutorial activity is highlighted, thereby providing a guide for providing assistance to university students with a disability.

  11. PLANES DE ACCIÓN TUTORIAL

    National Research Council Canada - National Science Library

    Jorge Orós

    2014-01-01

    ... de Acción Tutorial que contribuyan a la mejora de los resultados académicos. Los Planes de Acción Tutorial, en su sentido más amplio, pueden incluir los siguientes aspectos: * Programa de captación de estudiantes Objetivo: incrementar la demanda de preinscripciones y en consecuencia, aumentar la nota mínima de ingreso. * Programa de acogida Objetivo: fac...

  12. Pharmacometrics and Systems Pharmacology Software Tutorials and Use: Comments and Guidelines for PSP Contributions.

    Science.gov (United States)

    Vicini, P; Friberg, L E; van der Graaf, P H; Rostami-Hodjegan, A

    2013-12-18

    In addition to methodological Tutorials,(1) CPT:PSP has recently started to publish software Tutorials.(2,3) Our readership and authors may be wondering what kind of format or product is expected, and the review of submissions we have already received prompted several discussions within the PSP Editorial Team. This editorial reflects on these discussions and summarizes their salient points. It aims at providing some details about the current vision of CPT:PSP for software tutorial articles. In addition, it brings some clarity on the topic of what role commercial software tutorials can have in CPT:PSP and how CPT:PSP tutorials differ from publications which describe the software itself, as those which can be found in other computer science journals. Finally, the discussion includes reproducibility considerations and the general use of commercial and noncommercial software in CPT:PSP publications. We hope our thoughts, and especially a stated requirement to publish user input to the software to aid in reproducibility, will help in guiding our authors and will stimulate healthy debate among our readers about the evolving nature of our science, how it can be facilitated using software and associated databases as a conduit, and what role this journal can play in fostering both the best modeling and simulation practices and the best scientific approaches to computational modeling, to bring the advantages of modeling and simulation to all regular practitioners, and not to just a (self) selected few.

  13. Names for Games: Locating 2 × 2 Games

    Directory of Open Access Journals (Sweden)

    Bryan Randolph Bruns

    2015-10-01

    Full Text Available Prisoner’s Dilemma, Chicken, Stag Hunts, and other two-person two-move (2 × 2 models of strategic situations have played a central role in the development of game theory. The Robinson–Goforth topology of payoff swaps reveals a natural order in the payoff space of 2 × 2 games, visualized in their four-layer “periodic table” format that elegantly organizes the diversity of 2 × 2 games, showing relationships and potential transformations between neighboring games. This article presents additional visualizations of the topology, and a naming system for locating all 2 × 2 games as combinations of game payoff patterns from the symmetric ordinal 2 × 2 games. The symmetric ordinal games act as coordinates locating games in maps of the payoff space of 2 × 2 games, including not only asymmetric ordinal games and the complete set of games with ties, but also ordinal and normalized equivalents of all games with ratio or real-value payoffs. An efficient nomenclature can contribute to a systematic understanding of the diversity of elementary social situations; clarify relationships between social dilemmas and other joint preference structures; identify interesting games; show potential solutions available through transforming incentives; catalog the variety of models of 2 × 2 strategic situations available for experimentation, simulation, and analysis; and facilitate cumulative and comparative research in game theory.

  14. Operation ARIES!: Methods, Mystery, and Mixed Models: Discourse Features Predict Affect in a Serious Game

    Science.gov (United States)

    Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith

    2013-01-01

    Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…

  15. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  16. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  17. Effects of Three Recovery Protocols on Range of Motion, Heart Rate, Rating of Perceived Exertion, and Blood Lactate in Baseball Pitchers During a Simulated Game.

    Science.gov (United States)

    Warren, Courtney D; Szymanski, David J; Landers, Merrill R

    2015-11-01

    Baseball pitching has been described as an anaerobic activity from a bioenergetics standpoint with short bouts of recovery. Depending on the physical conditioning and muscle fiber composition of the pitcher as well as the number of pitches thrown per inning and per game, there is the possibility of pitchers fatiguing during a game, which could lead to a decrease in pitching performance. Therefore, the purpose of this study was to evaluate the effects of 3 recovery protocols: passive recovery, active recovery (AR), and electrical muscle stimulation (EMS) on range of motion (ROM), heart rate (HR), rating of perceived exertion (RPE), and blood lactate concentration in baseball pitchers during a simulated game. Twenty-one Division I intercollegiate baseball pitchers (age = 20.4 ± 1.4 years; height = 185.9 ± 8.4 cm; weight = 86.5 ± 8.9 kg; percent body fat = 11.2 ± 2.6) volunteered to pitch 3 simulated 5-inning games, with a maximum of 70 fastballs thrown per game while wearing an HR monitor. Range of motion was measured pre, post, and 24 hours postpitching for shoulder internal and external rotation at 90° and elbow flexion and extension. Heart rate was recorded after each pitch and after every 30 seconds of the 6-minute recovery period. Rating of perceived exertion was recorded after the last pitch of each inning and after completing each 6-minute recovery period. Immediately after throwing the last pitch of each inning, postpitching blood lactate concentration (PPLa-) was measured. At the end of the 6-minute recovery period, before the next inning started, postrecovery blood lactate concentration (PRLa-) was measured. Pitchers were instructed to throw each pitch at or above 95% of their best-pitched fastball. This was enforced to ensure that each pitcher was throwing close to maximal effort for all 3 simulated games. All data presented represent group mean values. Results revealed that the method of recovery protocol did not significantly influence ROM (p > 0

  18. The Gaming of Policy and the Politics of Gaming: A Review

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    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…

  19. A 5' online tutorial about 'how to prepare for a 5' online tutorial'

    CERN Document Server

    CERN. Geneva

    2016-01-01

    This 4' video summarises our experience from short online tutorial recordings for the last 6 months. It contains important points for speakers' preparation and things to observe during the online tutorial recordings. For more details, check out our e-learning twiki.

  20. Making generic tutorials content specific: recycling evidence-based practice (EBP) tutorials for two disciplines.

    Science.gov (United States)

    Jeffery, Keven M; Maggio, Lauren; Blanchard, Mary

    2009-01-01

    Librarians at the Boston University Medical Center constructed two interactive online tutorials, "Introduction to EBM" and "Formulating a Clinical Question (PICO)," for a Family Medicine Clerkship and then quickly repurposed the existing tutorials to support an Evidence-based Dentistry course. Adobe's ColdFusion software was used to populate the tutorials with course-specific content based on the URL used to enter each tutorial, and a MySQL database was used to collect student input. Student responses were viewable immediately by course faculty on a password-protected Web site. The tutorials ensured that all students received the same baseline training and allowed librarians to tailor a subsequent library skills workshop to student tutorial answers. The tutorials were well-received by the medical and dental schools and have been added to mandatory first-year Evidence-based Medicine (EBM) and Evidence-based Dentistry (EBD) courses, meaning that every medical and dental student at BUMC will be expected to complete these tutorials.

  1. SImulator of GAlaxy Millimetre/submillimetre Emission (SÍGAME): CO emission from massive z = 2 main-sequence galaxies

    Science.gov (United States)

    Olsen, Karen P.; Greve, Thomas R.; Brinch, Christian; Sommer-Larsen, Jesper; Rasmussen, Jesper; Toft, Sune; Zirm, Andrew

    2016-04-01

    We present SÍGAME (SImulator of GAlaxy Millimetre/submillimetre Emission), a new numerical code designed to simulate the 12CO rotational line spectrum of galaxies. Using sub-grid physics recipes to post-process the outputs of smoothed particle hydrodynamics (SPH) simulations, a molecular gas phase is condensed out of the hot and partly ionized SPH gas. The gas is subjected to far-UV radiation fields and cosmic ray ionization rates which are set to scale with the local star formation rate volume density. Level populations and radiative transport of the CO lines are solved with the 3D radiative transfer code LIME. We have applied SÍGAME to cosmological SPH simulations of three disc galaxies at z = 2 with stellar masses in the range ˜0.5-2 × 1011 M⊙ and star formation rates ˜40-140 M⊙ yr-1. Global CO luminosities and line ratios are in agreement with observations of disc galaxies at z ˜ 2 up to and including J = 3-2 but falling short of the few existing J=5-4 observations. The central 5 kpc regions of our galaxies have CO 3 - 2/1 - 0 and 7 - 6/1 - 0 brightness temperature ratios of ˜0.55-0.65 and ˜0.02-0.08, respectively, while further out in the disc the ratios drop to more quiescent values of ˜0.5 and <0.01. Global CO-to-H2 conversion (αCO) factors are {˜eq } 1.5 {{M_{⊙}} pc^{-2} (K km s^{-1})^{-1}}, i.e. ˜2-3 times below the typically adopted values for disc galaxies, and αCO increases with radius, in agreement with observations of nearby galaxies. Adopting a top-heavy Giant Molecular Cloud (GMC) mass spectrum does not significantly change the results. Steepening the GMC density profiles leads to higher global line ratios for Jup ≥ 3 and CO-to-H2 conversion factors [{˜eq } 3.6 {{M_{⊙}} pc^{-2} (K km s^{-1})^{-1}}].

  2. Developing an Interactive Tutorial on a Quantum Eraser

    CERN Document Server

    Marshman, Emily

    2015-01-01

    We are developing a quantum interactive learning tutorial (QuILT) on a quantum eraser for students in upperlevel quantum mechanics. The QuILT exposes students to contemporary topics in quantum mechanics and uses a guided approach to learning. It adapts existing visualization tools to help students build physical intuition about quantum phenomena and strives to help them develop the ability to apply quantum principles in physical situations. The quantum eraser apparatus in the gedanken (thought) experiments and simulations that students learn from in the QuILT uses a MachZehnder Interferometer with single photons. We also discuss findings from a preliminary in-class evaluation.

  3. The Virtual Foodscape Simulator--gaming, designing and measuring food behaviour in created food realities

    DEFF Research Database (Denmark)

    Mikkelsen, Bent Egberg; Høeg, ER; Mangano, L

    2016-01-01

    be reduced significantly. Being able to design food-oriented virtual environments e.g. in retail-/ buffet-environments, is convenient and furthermore has monetary benefits. Using virtual reality in shopping as well as in research of shopping behaviour is not a new phenomenon. It is increasingly being used...... commercially to allow consumers to shop virtually as well as in research to investigate different pricing strategies as a tool to stimulate healthier food choices (Waterlander, 2014). The virtual approach offers obvious advantages compared to reality. One of the most prominent advantages is the possibility...... to devise and simultaneously test multiple changes to supermarket settings, without any investments, physical efforts and interference. In addition, educating young people and citizens about food choice and healthy shopping and eating in a virtual setting opens new avenues for game-based nutrition...

  4. "Baby on board": Reducing risk taking in adult drivers in a simulated driving game.

    Science.gov (United States)

    Mammarella, Nicola; Fairfield, Beth; Di Domenico, Alberto; Di Fiore, Teresa

    2013-01-01

    Two studies examined the effects of different socio-affective factors on risk driving behaviour. In Experiment 1, 87 adult drivers we asked to play a computer-based driving game after being exposed to a series of images that depicted infants, police or neutral information (control condition). In Experiment 2 we tested a further 60 adult drivers. We found a significant effect of our manipulation on driving behaviour, with performance being significantly less risky in the infant condition than in the police and control conditions. In addition, this advantage was not simply due to variations in emotions typically associated with infant pictures. The results of this study highlight the importance of studying the role of socio-affective context when investigating factors that influence driving behaviour. Copyright © 2012 Elsevier Ltd. All rights reserved.

  5. Topics and features of academic medical library tutorials.

    Science.gov (United States)

    Anderson, Rozalynd P; Wilson, Steven P; Yeh, Felicia; Phillips, Betty; Livingston, Mary Briget

    2008-01-01

    In a 2007 study, librarians at the University of South Carolina School of Medicine Library examined freely available online tutorials on academic medical library Web sites. The team identified tutorial topics, determined common design features, and assessed elements of active learning in library-created tutorials; the team also generated a list of third-party tutorials to which medical libraries link. This article updates the earlier study, describing changes and trends in tutorial content and design on medical libraries' Web sites; the project team plans to continue to track trends in tutorial development by repeating this study annually.

  6. Tutorial on Protein Ontology Resources.

    Science.gov (United States)

    Arighi, Cecilia N; Drabkin, Harold; Christie, Karen R; Ross, Karen E; Natale, Darren A

    2017-01-01

    The Protein Ontology (PRO) is the reference ontology for proteins in the Open Biomedical Ontologies (OBO) foundry and consists of three sub-ontologies representing protein classes of homologous genes, proteoforms (e.g., splice isoforms, sequence variants, and post-translationally modified forms), and protein complexes. PRO defines classes of proteins and protein complexes, both species-specific and species nonspecific, and indicates their relationships in a hierarchical framework, supporting accurate protein annotation at the appropriate level of granularity, analyses of protein conservation across species, and semantic reasoning. In the first section of this chapter, we describe the PRO framework including categories of PRO terms and the relationship of PRO to other ontologies and protein resources. Next, we provide a tutorial about the PRO website ( proconsortium.org ) where users can browse and search the PRO hierarchy, view reports on individual PRO terms, and visualize relationships among PRO terms in a hierarchical table view, a multiple sequence alignment view, and a Cytoscape network view. Finally, we describe several examples illustrating the unique and rich information available in PRO.

  7. Trilinos 4.0 tutorial.

    Energy Technology Data Exchange (ETDEWEB)

    Sala, Marzio; Day, David Minot; Heroux, Michael Allen

    2004-05-01

    The Trilinos Project is an effort to facilitate the design, development, integration and ongoing support of mathematical software libraries. The goal of the Trilinos Project is to develop parallel solver algorithms and libraries within an object-oriented software framework for the solution of large-scale, complex multiphysics engineering and scientific applications. The emphasis is on developing robust, scalable algorithms in a software framework, using abstract interfaces for flexible interoperability of components while providing a full-featured set of concrete classes that implement all the abstract interfaces. This document introduces the use of Trilinos, version 4.0. The presented material includes, among others, the definition of distributed matrices and vectors with Epetra, the iterative solution of linear systems with AztecOO, incomplete factorizations with IF-PACK, multilevel and domain decomposition preconditioners with ML, direct solution of linear system with Amesos, and iterative solution of nonlinear systems with NOX. The tutorial is a self-contained introduction, intended to help computational scientists effectively apply the appropriate Trilinos package to their applications. Basic examples are presented that are fit to be imitated. This document is a companion to the Trilinos User's Guide [20] and Trilinos Development Guides [21,22]. Please note that the documentation included in each of the Trilinos' packages is of fundamental importance.

  8. GOCE User Toolbox and Tutorial

    Science.gov (United States)

    Benveniste, J.; Knudsen, P.

    2013-12-01

    The GOCE User Toolbox GUT is a compilation of tools for the utilisation and analysis of GOCE Level 2 products. GUT support applications in Geodesy, Oceanography and Solid Earth Physics. The GUT Tutorial provides information and guidance in how to use the toolbox for a variety of applications. GUT consists of a series of advanced computer routines that carry out the required computations. It may be used on Windows PCs, UNIX/Linux Workstations, and Mac. The toolbox is supported by The GUT Algorithm Description and User Guide and The GUT Install Guide. A set of a-priori data and models are made available as well. Recently, the second version of the GOCE User Toolbox (GUT) was developed to enhance the exploitation of GOCE level 2 data with ERS ENVISAT altimetry. The developments of GUT focused on the following issues: Data Extraction, Generation, Filtering, and Data Save and Restore Without any doubt the development of the GOCE user toolbox have played a major role in paving the way to successful use of the GOCE data for oceanography. The results of the preliminary analysis carried out in this phase of the GUTS project have already demonstrated a significant advance in the ability to determine the ocean's general circulation. The improved gravity models provided by the GOCE mission have enhanced the resolution and sharpened the boundaries of those features compared with earlier satellite only solutions. Calculation of the geostrophic surface currents from the MDT reveals improvements for all of the ocean's major current systems.

  9. Developing and evaluating a tutorial on the double-slit experiment

    CERN Document Server

    Sayer, Ryan; Singh, Chandralekha

    2015-01-01

    Learning quantum mechanics is challenging, even for upper-level undergraduate and graduate students. Interactive tutorials which build on students' prior knowledge can be useful tools to enhance student learning. We have been investigating student difficulties with the quantum mechanics pertaining to the double-slit experiment in various situations. Here we discuss the development and evaluation of a Quantum Interactive Learning Tutorial (QuILT) which makes use of an interactive simulation to improve student understanding. We summarize common difficulties and discuss the extent to which the QuILT is effective in addressing them in two types of courses.

  10. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  11. Intercultural Simulation Games: A Review (of the United States and beyond)

    Science.gov (United States)

    Fowler, Sandra M.; Pusch, Margaret D.

    2010-01-01

    Intercultural simulations are instructional activities that engage and challenge participants with experiences integral to encounters between people of more than one cultural group. Simulations designed specifically to support intercultural encounters have been in use since the 1970s. This article examines the conceptual bases for intercultural…

  12. Games for the Foreign Language Classroom.

    Science.gov (United States)

    McMillan, Nancy; Madaras, Susan W.

    Two marketing games are described, "Le Marche Francais" and "El Mercado: The Mexican Market Comes to Life in the Spanish Classroom." Both are patterned after a published game entitled "Market: A Simulation Game." The adaptation in each instance relied on simplifying the original game and presenting it in a form understandable to middle school…

  13. Simulation of Surgical Cutting in Deformable Bodies using a Game Engine

    DEFF Research Database (Denmark)

    Jørgensen, Martin Kibsgaard; Kronborg Thomsen, Kasper; Kraus, Martin

    2014-01-01

    Simulators as a training tool for surgeons are becoming more important with the increase of minimally invasive surgery and a wish to limit training on animals, especially in the field of robotic surgery. Accessibility to surgery simulators is currently limited and the ability to cut is restricted...... are implemented using a spring mass model combined with a volumetric tetrahedral mesh. The cutting algorithm is semi-progressive and allows for arbitrary cuts in the deformable objects. The prototype was evaluated by a chief surgeon with expertise in robot surgery and experience with commercial simulators....... The low-cost prototype presents a step towards robotic surgery simulators that are able to simulate complete surgical procedures.)...

  14. Playful Gaming.

    Science.gov (United States)

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  15. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  16. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... or representations of knowledge in digital and physical science environments, Use and design of new types of models or tools for scientific inquiry and innovation education....... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  17. Simulators in catheter-based interventional radiology: training or computer games?

    Energy Technology Data Exchange (ETDEWEB)

    Gould, D.A. [Department of Medical Imaging, University of Liverpool, Liverpool (United Kingdom)]. E-mail: dgould@liv.ac.uk; Kessel, D.O. [Department of Medical Imaging, University of Liverpool, Liverpool (United Kingdom); Healey, A.E. [Hospital for Sick Children, Toronto, Ont. (Canada); Johnson, S.J. [Department of Occupational Psychology, University of Liverpool, Liverpool (United Kingdom); Lewandowski, W.E

    2006-07-15

    Training in interventional radiology (IR) relies on a traditional apprenticeship; to protect patients, expert supervision is mandatory until knowledge, attitudes and practical skills have been certified as satisfactory. However, the current quality of IR training is threatened by reduced time for trainees to learn, as well as a loss of basic diagnostic, training cases to non-invasive imaging. At the same time, IR techniques are becoming a focus of interest to a range of other clinical specialities. To address this training shortfall there is a need to develop novel training alternatives such as simulator models. Few simulator models in any medical field have been successfully validated to show improved clinical skills in treating patients. To date no endovascular simulator has met this standard. A good simulator must be based around key performance measures (metrics) derived from careful analysis of the procedure to be replicated. Metrics can be determined by trained psychologists from a direct analysis of the content of the job or task to be tested. The identification of these critical measures of performance is a complex process which must be tailored to a training curriculum to be effective. Simulators based on flawed metrics will invariably lead to unsatisfactory assessment. It follows that simulator development must involve the statutory licensing authorities. Equally it is essential that we do not assume that training on a particular simulator will correlate with the ability to perform the task in the real world. This 'transfer of training' must be rigorously proven by validation studies.

  18. Simulation of Surgical Cutting in Deformable Bodies using a Game Engine

    DEFF Research Database (Denmark)

    Jørgensen, Martin Kibsgaard; Kronborg Thomsen, Kasper; Kraus, Martin

    2014-01-01

    Simulators as a training tool for surgeons are becoming more important with the increase of minimally invasive surgery and a wish to limit training on animals, especially in the field of robotic surgery. Accessibility to surgery simulators is currently limited and the ability to cut is restricted...... are implemented using a spring mass model combined with a volumetric tetrahedral mesh. The cutting algorithm is semi-progressive and allows for arbitrary cuts in the deformable objects. The prototype was evaluated by a chief surgeon with expertise in robot surgery and experience with commercial simulators...

  19. Learn Unity 4 for iOS game development

    CERN Document Server

    Chu, Philip

    2013-01-01

    The only book on Unity 4 game development The only up-to-date book on Unity for iOS Philip Chu is the author of a very popular online Unity tutorial, frequently recommended on sites like StackOverflow

  20. GOCE User Toolbox and Tutorial

    Science.gov (United States)

    Benveniste, Jérôme; Knudsen, Per

    2016-07-01

    The GOCE User Toolbox GUT is a compilation of tools for the utilisation and analysis of GOCE Level 2 products. GUT support applications in Geodesy, Oceanography and Solid Earth Physics. The GUT Tutorial provides information and guidance in how to use the toolbox for a variety of applications. GUT consists of a series of advanced computer routines that carry out the required computations. It may be used on Windows PCs, UNIX/Linux Workstations, and Mac. The toolbox is supported by The GUT Algorithm Description and User Guide and The GUT Install Guide. A set of a-priori data and models are made available as well. Without any doubt the development of the GOCE user toolbox have played a major role in paving the way to successful use of the GOCE data for oceanography. The GUT version 2.2 was released in April 2014 and beside some bug-fixes it adds the capability for the computation of Simple Bouguer Anomaly (Solid-Earth). During this fall a new GUT version 3 has been released. GUTv3 was further developed through a collaborative effort where the scientific communities participate aiming on an implementation of remaining functionalities facilitating a wider span of research in the fields of Geodesy, Oceanography and Solid earth studies. Accordingly, the GUT version 3 has: - An attractive and easy to use Graphic User Interface (GUI) for the toolbox, - Enhance the toolbox with some further software functionalities such as to facilitate the use of gradients, anisotropic diffusive filtering and computation of Bouguer and isostatic gravity anomalies. - An associated GUT VCM tool for analyzing the GOCE variance covariance matrices.

  1. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  2. Dynamical systems on networks a tutorial

    CERN Document Server

    Porter, Mason A

    2016-01-01

    This volume is a tutorial for the study of dynamical systems on networks. It discusses both methodology and models, including spreading models for social and biological contagions. The authors focus especially on “simple” situations that are analytically tractable, because they are insightful and provide useful springboards for the study of more complicated scenarios. This tutorial, which also includes key pointers to the literature, should be helpful for junior and senior undergraduate students, graduate students, and researchers from mathematics, physics, and engineering who seek to study dynamical systems on networks but who may not have prior experience with graph theory or networks. Mason A. Porter is Professor of Nonlinear and Complex Systems at the Oxford Centre for Industrial and Applied Mathematics, Mathematical Institute, University of Oxford, UK. He is also a member of the CABDyN Complexity Centre and a Tutorial Fellow of Somerville College. James P. Gleeson is Professor of Industrial and Appli...

  3. Video and HTML: Testing Online Tutorial Formats with Biology Students

    Science.gov (United States)

    Craig, Cindy L.; Friehs, Curt G.

    2013-01-01

    This study compared two common types of online information literacy tutorials: a streaming media tutorial using animation and narration and a text-based tutorial with static images. Nine sections of an undergraduate biology lab class (234 students total) were instructed by a librarian on how to use the BIOSIS Previews database. Three sections…

  4. Video and HTML: Testing Online Tutorial Formats with Biology Students

    Science.gov (United States)

    Craig, Cindy L.; Friehs, Curt G.

    2013-01-01

    This study compared two common types of online information literacy tutorials: a streaming media tutorial using animation and narration and a text-based tutorial with static images. Nine sections of an undergraduate biology lab class (234 students total) were instructed by a librarian on how to use the BIOSIS Previews database. Three sections…

  5. Progress Report--Microsoft Office 2003 Lynchburg College Tutorials

    Science.gov (United States)

    Murray, Tom

    2004-01-01

    For the past several years Lynchburg College has developed Microsoft tutorials for use with academic classes and faculty, student and staff training. The tutorials are now used internationally. Last year Microsoft and Verizon sponsored a tutorial web site at http://www.officetutorials.com. This website recognizes ASCUE members for their wonderful…

  6. Analysis of Web-Based Tutorials Created by Academic Libraries

    Science.gov (United States)

    Somoza-Fernandez, Marta; Abadal, Ernest

    2009-01-01

    This paper aims to analyse the characteristics of tutorials created by academic libraries. It evaluates a sample of 180 tutorials by applying thirty basic indicators referring to general characteristics, content, teaching methodology, usability and technology. The general conclusion is that most of the tutorials are at an early stage of…

  7. PHI 200 ASH Course Tutorial/ Tutorialrank

    OpenAIRE

    john

    2015-01-01

    For more course tutorials visit www.tutorialrank.com Tutorial Purchased: 5 Times, Rating: A+   PHI 200 Week 2 DQ 1 Ethics and Relativism PHI 200 Week 2 DQ 2 Animal Rights PHI 200 Week 2 Written Assignment Assisted Suicide PHI 200 Week 3 DQ 1 The Limits of Skepticism PHI 200 Week 3 DQ 2 Creationism and Science PHI 200 Week 3 Written Assignment Final Paper (Death Penalty) PHI 200 Week 4 DQ 1 Proof of God's Existence PHI 200 Week 4 DQ 2 The Tu...

  8. Subtitled video tutorials, an accessible teaching material

    Directory of Open Access Journals (Sweden)

    Luis Bengochea

    2012-11-01

    Full Text Available The use of short-lived audio-visual tutorials constitutes an educational resource very attractive for young students, widely familiar with this type of format similar to YouTube clips. Considered as "learning pills", these tutorials are intended to strengthen the understanding of complex concepts that because their dynamic nature can’t be represented through texts or diagrams. However, the inclusion of this type of content in eLearning platforms presents accessibility problems for students with visual or hearing disabilities. This paper describes this problem and shows the way in which a teacher could add captions and subtitles to their videos.

  9. First year clinical tutorials: students’ learning experience

    Directory of Open Access Journals (Sweden)

    Burgess A

    2014-11-01

    Full Text Available Annette Burgess,1 Kim Oates,2 Kerry Goulston,2 Craig Mellis1 1Central Clinical School, Sydney Medical School, The University of Sydney, Sydney, NSW, Australia; 2Sydney Medical School, The University of Sydney, Sydney, NSW, Australia Background: Bedside teaching lies at the heart of medical education. The learning environment afforded to students during clinical tutorials contributes substantially to their knowledge, thinking, and learning. Situated cognition theory posits that the depth and breadth of the students' learning experience is dependent upon the attitude of the clinical teacher, the structure of the tutorial, and the understanding of tutorial and learning objectives. This theory provides a useful framework to conceptualize how students' experience within their clinical tutorials impacts their knowledge, thinking, and learning. Methods: The study was conducted with one cohort (n=301 of students who had completed year 1 of the medical program at Sydney Medical School in 2013. All students were asked to complete a three-part questionnaire regarding their perceptions of their clinical tutor's attributes, the consistency of the tutor, and the best features of the tutorials and need for improvement. Both quantitative and qualitative data were collected and analyzed using descriptive statistics. Results: The response rate to the questionnaire was 88% (265/301. Students perceived that their tutors displayed good communication skills and enthusiasm, encouraged their learning, and were empathetic toward patients. Fifty-two percent of students reported having the same communications tutor for the entire year, and 28% reported having the same physical examination tutor for the entire year. Students would like increased patient contact, greater structure within their tutorials, and greater alignment of teaching with the curriculum. Conclusion: Situated cognition theory provides a valuable lens to view students' experience of learning within the

  10. ERP Responses of Elementary-Age Children to Video Game Simulations of Two Stimuli Types: Study 1 and 2 Comparisons

    Science.gov (United States)

    Bergen, Doris; Schroer, Joseph E.; Thomas, Robin; Zhang, Xinge; Chou, Michael; Chou, Tricia

    2017-01-01

    The hypothesis that brain activity may differ during varied types of video game play was investigated in two studies of event-related potentials exhibited by children age 7 to 12 when processing game-based stimuli requiring correct/incorrect responses or choices between two imaginative alternative responses. The first study had 22 children of…

  11. ERP Responses of Elementary-Age Children to Video Game Simulations of Two Stimuli Types: Study 1 and 2 Comparisons

    Science.gov (United States)

    Bergen, Doris; Schroer, Joseph E.; Thomas, Robin; Zhang, Xinge; Chou, Michael; Chou, Tricia

    2017-01-01

    The hypothesis that brain activity may differ during varied types of video game play was investigated in two studies of event-related potentials exhibited by children age 7 to 12 when processing game-based stimuli requiring correct/incorrect responses or choices between two imaginative alternative responses. The first study had 22 children of…

  12. Serious game versus online course for pretraining medical students before a simulation-based mastery learning course on cardiopulmonary resuscitation: A randomised controlled study.

    Science.gov (United States)

    Drummond, David; Delval, Paul; Abdenouri, Sonia; Truchot, Jennifer; Ceccaldi, Pierre-François; Plaisance, Patrick; Hadchouel, Alice; Tesnière, Antoine

    2017-07-14

    Although both recorded lectures and serious games have been used to pretrain health professionals before simulation training on cardiopulmonary resuscitation, they have never been compared. The aim of this study was to compare an online course and a serious game for pretraining medical students before simulation-based mastery learning on the management of sudden cardiac arrest. A randomised controlled trial. Participants were pretrained using the online course or the serious game on day 1 and day 7. On day 8, each participant was evaluated repeatedly on a scenario of cardiac arrest until reaching a minimum passing score. Department of Simulation in Healthcare in a French medical faculty. Eighty-two volunteer second-year medical students participated between June and October 2016 and 79 were assessed for primary outcome. The serious game used was Staying Alive, which involved a 3D realistic environment, and the online course involved a PowerPoint lecture. The median total training time needed for students to reach the minimum passing score on day 8. This same outcome was also assessed 4 months later. The median training time (interquartile range) necessary for students to reach the minimum passing score was similar between the two groups: 20.5 (15.8 to 30.3) minutes in the serious game group versus 23 (15 to 32) minutes in the online course group, P = 0.51. Achieving an appropriate degree of chest compression was the most difficult requirement to fulfil for students in both groups. Four months later, the median training time decreased significantly in both groups, but no correlation was found at an individual level with the training times observed on day 8. The serious game used in this study was not superior to an online course to pretrain medical students in the management of a cardiac arrest. The absence of any correlation between the performances of students evaluated during two training sessions separated by 4 months suggests that some elements in the

  13. The "Magic" of Tutorial Centres in Hong Kong: An Analysis of Media Marketing and Pedagogy in a Tutorial Centre

    Science.gov (United States)

    Koh, Aaron

    2014-01-01

    Why do more than three-quarters of Hong Kong's senior secondary students flock to tutorial centres like moths to light? What is the "magic" that is driving the popularity of the tutorial centre enterprise? Indeed, looking at the ongoing boom of tutorial centres in Hong Kong (there are almost 1,000 of them), it is difficult not to ask…

  14. Developing adaptive user interfaces using a game-based simulation environment

    NARCIS (Netherlands)

    Brake, G.M. te; Greef, T.E. de; Lindenberg, J.; Rypkema, J.A.; Smets-Noor, N.J.J.M.

    2006-01-01

    In dynamic settings, user interfaces can provide more optimal support if they adapt to the context of use. Providing adaptive user interfaces to first responders may therefore be fruitful. A cognitive engineering method that incorporates development iterations in both a simulated and a real-world en

  15. Learning about the Unit Cell and Crystal Lattice with Computerized Simulations and Games: A Pilot Study

    Science.gov (United States)

    Luealamai, Sutha; Panijpan, Bhinyo

    2012-01-01

    The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…

  16. Learning about the Unit Cell and Crystal Lattice with Computerized Simulations and Games: A Pilot Study

    Science.gov (United States)

    Luealamai, Sutha; Panijpan, Bhinyo

    2012-01-01

    The authors have developed a computer-based learning module on the unit cell of various types of crystal. The module has two components: the virtual unit cell (VUC) part and the subsequent unit cell hunter part. The VUC is a virtual reality simulation for students to actively arrive at the unit cell from exploring, from a broad view, the crystal…

  17. Game cropping and wildlife conservation in Kenya: a dynamic simulation model with adaptive control.

    NARCIS (Netherlands)

    Kooten, van G.C.; Bulte, E.H.; Kinyua, P.

    1997-01-01

    The authors use a dynamic stochastic simulation model of forage, herbivores, predators and domestic livestock in the Machakos District of Kenya to address policies related to the multiple use of rangeland resources. The particular policy examined is that of switching from a traditional system, where

  18. Learning from tutorials: a qualitative study of approaches to learning and perceptions of tutorial interaction

    DEFF Research Database (Denmark)

    Herrmann, Kim Jesper

    2014-01-01

    This study examines differences in university students’ approaches to learning when attending tutorials as well as variation in students’ perceptions of tutorials as an educational arena. In-depth qualitative analysis of semi-structured interviews with undergraduates showed how surface and deep...... approaches to learning were revealed in the students’ note-taking, listening, and engaging in dialogue. It was also shown how variation in the students’ approaches to learning were coherent with variation in the students’ perceptions of the tutors’ pedagogical role, the value of peer interaction......, and the overall purpose of tutorials. The results are discussed regarding the paradox that students relying on surface approaches to learning seemingly are the ones least likely to respond to tutorials in the way they were intended....

  19. Learning from tutorials: a qualitative study of approaches to learning and perceptions of tutorial interaction

    DEFF Research Database (Denmark)

    Herrmann, Kim Jesper

    2014-01-01

    This study examines differences in university students’ approaches to learning when attending tutorials as well as variation in students’ perceptions of tutorials as an educational arena. In-depth qualitative analysis of semi-structured interviews with undergraduates showed how surface and deep...... approaches to learning were revealed in the students’ note-taking, listening, and engaging in dialogue. It was also shown how variation in the students’ approaches to learning were coherent with variation in the students’ perceptions of the tutors’ pedagogical role, the value of peer interaction......, and the overall purpose of tutorials. The results are discussed regarding the paradox that students relying on surface approaches to learning seemingly are the ones least likely to respond to tutorials in the way they were intended....

  20. Dynamic Lighting for Tension in Games

    OpenAIRE

    Seif El-Nasr, Magy; Niedenthal, Simon; Kenz, Igor; Almeida, Priya; Zupko, Joseph

    2006-01-01

    Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-en-scene. However, games are digital artifacts played through graphic interfaces and controllers. As interactive experiences, games are a host of player challenges ranging from more deliberate decision-making and problem solving strategies, to the immediate charge of reflex action. Games, thus, draw upon...

  1. Game strategies for The Settlers of Catan

    OpenAIRE

    2014-01-01

    We present an empirical framework for testing game strategies in The Settlers of Catan, a complex win-lose game that lacks any analytic solution. This framework provides the means to change different components of an autonomous agent's strategy, and to test them in suitably controlled ways via performance metrics in game simulations and via comparisons of the agent's behaviours with those exhibited in a corpus of humans playing the game. We provide changes to the game strategy that not only i...

  2. Game-Based Learning in Engineering Education

    OpenAIRE

    2008-01-01

    The new generation of undergraduates entering UK higher education have grown up with computer games of ever increasing sophistication. In this educational project a race game, Racing Academy, was developed to investigate how game technology and gaming communities could enhance undergraduate engineering education. The computer game embodied the principles of engineering dynamics to simulate and display in real time a car drag race in which students ‘designed’ their car by selecting an engine, ...

  3. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    Directory of Open Access Journals (Sweden)

    Aiko Sato

    2016-01-01

    Full Text Available The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration, observation, reflection, discussion and repeated experiences. We tested our model by teaching two modern board games to Japanese high school and university students. Questionnaires, gameplay data, self-ratings and discussions showed improved understanding and enjoyment, more strategic play and more interest in modern board games over the course of the instructional sequence. The model's repetition (the participants played each game three times was rated the most useful in terms of learning the games. Overall, the integrated model was largely successful in teaching strategy board games to new players, and we offer several recommendations for teachers, designers and researchers of board games.

  4. Elbow Joint Active Replication in College Pitchers Following Simulated Game Throwing

    OpenAIRE

    Manske, Robert; Stovak, Mark; Cox, Kara; Smith, Barbara

    2010-01-01

    Background: Elbow injuries are common in college baseball players. Pitching creates stress and fatigue in and around the elbow. Lack of joint proprioception can contribute to nonphysiological joint loading and injury. Hypothesis: There will be no difference in elbow joint active reproduction sense following a simulated 3-inning pitching sequence. Study Design: Cross-sectional study. Methods: Seventeen collegiate pitchers participated. Each pitcher was bilaterally tested for active elbow range...

  5. The Sea of Simulation : Improving Naval Shiphandling Training and Readiness through Game-Based Learning

    OpenAIRE

    Reber, Ethan A.; Bernard, Benjamin J.

    2012-01-01

    Approved for public release, distribution unlimited Currently, a gap exists between seminar-style shiphandling training and higher fidelity simulations available to the U.S. Navy Surface Warfare Officer (SWO). There is currently no individually accessible, low cost, intermediate level, interactive modality shiphandling resource that would allow SWOs to practice shiphandling skills without requiring instructor oversight. A student research team from the Naval Postgraduate Schools MOVES Inst...

  6. Online Bioinformatics Tutorials | Office of Cancer Genomics

    Science.gov (United States)

    Bioinformatics is a scientific discipline that applies computer science and information technology to help understand biological processes. The NIH provides a list of free online bioinformatics tutorials, either generated by the NIH Library or other institutes, which includes introductory lectures and "how to" videos on using various tools.

  7. Professionalizing tutors and tutorials in higher education

    Directory of Open Access Journals (Sweden)

    Colunga, Silvia

    2012-01-01

    Full Text Available The paper analyzes the necessity of professionalizing training of university teachers performing tutorial activities in higher education as a response to the demands of pupils following a part-time model. Permanent training of tutor is emphasized as a way to enhance professional and personal accomplishments. This training gives priority to educative orientation and interventional actions.

  8. Information Hiding Techniques: A Tutorial Review

    CERN Document Server

    Thampi, Sabu M

    2008-01-01

    The purpose of this tutorial is to present an overview of various information hiding techniques. A brief history of steganography is provided along with techniques that were used to hide information. Text, image and audio based information hiding techniques are discussed. This paper also provides a basic introduction to digital watermarking.

  9. Migrant Education Tutorial Aide Training Manual.

    Science.gov (United States)

    California State Dept. of Education, Sacramento. Bureau of Community Services and Migrant Education.

    Designed by California's Region II Office of Migrant Education to aid in training teacher aides working with migrant children, this manual outlines activities used in teaching by the aides. Each activity is described in terms of the concept to be taught, the tutorial skill required, standard instructional media, rationale for the media, expected…

  10. Action perception and imitation : a tutorial

    NARCIS (Netherlands)

    Bekkering, H; Wohlschlager, A; Prinz, W; Hommel, B

    2002-01-01

    Currently, imitation, or performing an act after perceiving it, is in the focus of attention of researchers from many different disciplines. Although this tutorial attempts to provide some interdisciplinary background, it will concentrate on possible cognitive mechanisms that underlie imitation perf

  11. Screencast Tutorials Enhance Student Learning of Statistics

    Science.gov (United States)

    Lloyd, Steven A.; Robertson, Chuck L.

    2012-01-01

    Although the use of computer-assisted instruction has rapidly increased, there is little empirical research evaluating these technologies, specifically within the context of teaching statistics. The authors assessed the effect of screencast tutorials on learning outcomes, including statistical knowledge, application, and interpretation. Students…

  12. Audi-Tutorial Instruction in Basic Business

    Science.gov (United States)

    Brown, Richard D.

    1974-01-01

    Results of a study in which audio-tutorial instruction was compared to illustrated lecture instruction are reported. No great differences in achievement levels in the two strategies of instruction were found. The development of such an alternative teaching strategy forces better teacher organization, leading to improvement of the illustrated…

  13. Audi-Tutorial Instruction in Basic Business

    Science.gov (United States)

    Brown, Richard D.

    1974-01-01

    Results of a study in which audio-tutorial instruction was compared to illustrated lecture instruction are reported. No great differences in achievement levels in the two strategies of instruction were found. The development of such an alternative teaching strategy forces better teacher organization, leading to improvement of the illustrated…

  14. Relevant Research on Audio-Tutorial Methods

    Science.gov (United States)

    Novak, Joseph D.

    1970-01-01

    Reviews two aspects of research related to audio-tutorial instructional methods. First, the learning theory of David P. Ausebel is summarized and applied to instructional procedures. Secondly, learning time for attainment of concept and knowledge levels is discussed. Concludes that studies are needed on designs based on Ausebel's theory,…

  15. Mobilizing local innovation capacity through a simulation game in a participatory research project on agricultural innovation in El Brahmi irrigation scheme (Tunisia).

    Science.gov (United States)

    Dolinska, Aleksandra; d'Aquino, Patrick; Imache, Amar; Dionnet, Mathieu; Rougier, Jean-Emmanuel

    2015-04-01

    In the framework of the European Union and African Union cooperative research to increase Food production in irrigated farming systems in Africa (EAU4Food project) we conducted a participatory research on the possible innovative practices to increase production of dairy farms in the irrigation scheme El Brahmi in Tunisia in the face of changing economic, political and environmental conditions. Our aim was to find effective research method to stimulate farmers' participation in the innovation process. Although the capacities of farmers in producing knowledge and in innovating are recognized and the shift from the linear model of technology transfer towards more participatory approaches to innovation is postulated, in which the role of researchers changes from providing solutions towards supporting farmers in finding their own solutions, in practice, the position of farmers in shaping innovation practice and process remains weak. After a series of participatory workshops and in-depth interviews with the actors of the local innovation system we developed and tested a simple open simulation game Laitconomie for farmers. The game proved to be effective in increasing our understanding of the system as the farmers were adding new elements and rules while playing, and in mobilizing farmers' knowledge (including tacit knowledge) in the simulated innovation process. The result reported by the participants was learning how to improve farm management, soil fertility management and cow nutrition practices. Some of the participants used the game as a decision support tool. While our game and its scope were modest and mobilized only two types of players (farmers and extension agent), open simulation proved to be a useful tool to analyze a local innovation system. Designing similar type of tools that would mobilize more diverse players and hence have a larger scope can be imagined.

  16. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

    Science.gov (United States)

    Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars

    2012-01-01

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…

  17. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

    Science.gov (United States)

    Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars

    2012-01-01

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…

  18. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  19. Experiences with the Mango Chain Game

    NARCIS (Netherlands)

    Meijer, S.A.; Zuñiga-Arias, G.; Sterrenburg, S.

    2005-01-01

    The mango chain game is a simulation game used for research purposes. It facilitated studying the bargaining power of Costa Rican mango producers in international supply chains of mango. The game simulates a simplified mango export chain in which real world local producers can play the role of

  20. Experiences with the Mango Chain Game

    NARCIS (Netherlands)

    Meijer, S.A.; Zuñiga-Arias, G.; Sterrenburg, S.

    2005-01-01

    The mango chain game is a simulation game used for research purposes. It facilitated studying the bargaining power of Costa Rican mango producers in international supply chains of mango. The game simulates a simplified mango export chain in which real world local producers can play the role of produ

  1. Experiences with the Mango Chain Game

    NARCIS (Netherlands)

    Meijer, S.A.; Zuñiga-Arias, G.; Sterrenburg, S.

    2005-01-01

    The mango chain game is a simulation game used for research purposes. It facilitated studying the bargaining power of Costa Rican mango producers in international supply chains of mango. The game simulates a simplified mango export chain in which real world local producers can play the role of produ

  2. Medan Video Game Center (High Tech Architecture)

    OpenAIRE

    Roni

    2014-01-01

    Medan Video Game Center construction is intended to facilitate the people who are enthusiast about video game in Medan. This building also can be a place for organized event – event that is related to video game such as video game exhibition, or video game competition. Besides that, Medan Video Game Center construction also as education place which there is contain a video game academy and vehicle simulator room. The building design use double skin façade concept that highlights the supportin...

  3. An Adaptive Robot Game

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg; Svenstrup, Mikael; Dalgaard, Lars

    2010-01-01

    The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal...... is to improve the mental and physical state of the user by playing a physical game with the robot. Ideally, a robot game should be simple to learn but difficult to master, providing an appropriate degree of challenge for players with different skills. In order to achieve that, the robot should be able to adapt...... to the behavior of the interacting person. This paper presents a simple ball game between a single player and a mobile robot platform. The algorithm has been validated using simulation and real world experiments....

  4. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific li

  5. Game Theory

    DEFF Research Database (Denmark)

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  6. Game Analytics

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro

    2013-01-01

    Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  7. Online Gaming

    Directory of Open Access Journals (Sweden)

    Kevin Curran

    2005-01-01

    Full Text Available Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.

  8. Computer-simulated experiments and computer games: a method of design analysis

    Directory of Open Access Journals (Sweden)

    Jerome J. Leary

    1995-12-01

    Full Text Available Through the new modularization of the undergraduate science degree at the University of Brighton, larger numbers of students are choosing to take some science modules which include an amount of laboratory practical work. Indeed, within energy studies, the fuels and combustion module, for which the computer simulations were written, has seen a fourfold increase in student numbers from twelve to around fifty. Fitting out additional laboratories with new equipment to accommodate this increase presented problems: the laboratory space did not exist; fitting out the laboratories with new equipment would involve a relatively large capital spend per student for equipment that would be used infrequently; and, because some of the experiments use inflammable liquids and gases, additional staff would be needed for laboratory supervision.

  9. Direct sum matrix game with prisoner's dilemma and snowdrift game.

    Directory of Open Access Journals (Sweden)

    Chengzhang Ma

    Full Text Available A direct sum form is proposed for constructing a composite game from two 2 x 2 games, prisoner's dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.

  10. Direct sum matrix game with prisoner's dilemma and snowdrift game.

    Science.gov (United States)

    Ma, Chengzhang; Cao, Wei; Liu, Wangheng; Gui, Rong; Jia, Ya

    2013-01-01

    A direct sum form is proposed for constructing a composite game from two 2 x 2 games, prisoner's dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.

  11. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available BACKGROUND: Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOLOGY/PRINCIPAL FINDINGS: We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. CONCLUSION/SIGNIFICANCE: Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to

  12. University Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Boyack, K.W.; Berman, M.

    1996-03-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

  13. Tutorials in endovascular neurosurgery and interventional neuroradiology

    Energy Technology Data Exchange (ETDEWEB)

    Byrne, James Vincent [Univ. of Oxford, Oxford (United Kingdom). Dept. of Neuroradiology

    2012-07-01

    This book aims to provide the trainee and practicing minimally invasive neurological therapist with a comprehensive understanding of the background science and theory that forms the foundation of their work. The contents are based on the tutorial teaching techniques used at the University of Oxford and are authored by the MSc Course Director. The tutorial is a learning episode focussed on a particular topic and intended to guide the student/reader through the background literature, to highlight the research on which standard practices are based and to provide the insights of an experienced practitioner. Each chapter of the book covers a different topic to build a complete review of the subspecialty, with in-depth discussion of all currently used techniques. The literature is reviewed and presented in context to illustrate its importance to the practice of this rapidly expanding field of medical treatment.

  14. "Accelerators and beams," a multimedia tutorial

    Science.gov (United States)

    Silbar, Richard R.

    1997-02-01

    We are developing a computer-based tutorial for charged-particle beam optics under a grant from the DOE. This subject is important to the DOE not only for its use in providing basic research tools but because the physics is the underpinning for accelerators used in industry and medicine. The tutorial, which will be delivered on Macintosh and Windows platforms, uses multimedia techniques to enhance the student's rate of learning and length of retention of the material. As such, it integrates our interactive On-Screen Laboratories™ with hypertext, line drawings, photographs, animation, video, and sound. We are targeting an audience from technicians to graduate students in science and engineering. At this time we have about a fourth of the material (about equivalent to a one-semester three-credit-hour upper under-graduate physics course) available in prototype form.

  15. A Hypertext tutorial for teaching cephalometrics.

    Science.gov (United States)

    Clark, R D; Weekrakone, S; Rock, W P

    1997-11-01

    Hypertext is a non-linear method of text presentation. It necessitates the use of a computer to store data as a series of nodes that can be called up in any desired sequence and, as such, is a new form of discovery-based learning. This paper describes a Hypertext tutorial in cephalometrics and its subsequent testing on first-year clinical dental students. Students were divided into two groups: the first received a conventional lecture; the second used the Hypertext tutorial. Testing was by means of conventional multiple choice questions. The results showed that there was no statistically significant difference between the two groups, although the computer tutor was shown more consistently to improve the knowledge of the students than did the conventional lecture. Most students who used the computer program found it enjoyable, but time consuming; less than half found it easy to follow.

  16. MacSelfService online tutorial

    CERN Document Server

    CERN. Geneva

    2016-01-01

    Mac Self-Service is a functionality within the Mac Desktop Service built and maintained to empower CERN users by giving them easy access to applications and configurations through the Self-Service application. This tutorial (text attached to the event page) explains how to install Mac Self-Service and how to use it to install applications and printers. Content owner: Vincent Nicolas Bippus Presenter: Pedro Augusto de Freitas Batista Tell us what you think via e-learning.support at cern.ch More tutorials in the e-learning collection of the CERN Document Server (CDS) https://cds.cern.ch/collection/E-learning%20modules?ln=en All info about the CERN rapid e-learning project is linked from http://twiki.cern.ch/ELearning  

  17. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  18. ReSTful OSGi Web Applications Tutorial

    Science.gov (United States)

    Shams, Khawaja; Norris, Jeff

    2008-01-01

    This slide presentation accompanies a tutorial on the ReSTful (Representational State Transfer) web application. Using Open Services Gateway Initiative (OSGi), ReST uses HTTP protocol to enable developers to offer services to a diverse variety of clients: from shell scripts to sophisticated Java application suites. It also uses Eclipse for the rapid development, the Eclipse debugger, the test application, and the ease of export to production servers.

  19. ESE 631 ASH COURSE Tutorial/UOPHELP

    OpenAIRE

    sdzfghj

    2015-01-01

    For more course tutorials visit www.uophelp.com   ESE 631 Complete Class, New Syllabus Business - General Business LRE and FAPE. Please read the article “Least Restrictive Environment: How Do We Prepare Both Our Special Educators and Our General Educators to Comply with the Provision?” (Keuhne, 1998). According to IDEA, what do the terms Least Restrictive Environment (LRE) and Free and Appropriate Public Education (FAPE) mean? How does inclusion fi...

  20. Interactive learning tutorials on quantum mechanics

    CERN Document Server

    Singh, Chandralekha

    2016-01-01

    We discuss the development and evaluation of quantum interactive learning tutorials (QuILTs) which are suitable for undergraduate courses in quantum mechanics. QuILTs are based on the investigation of student difficulties in learning quantum physics. They exploit computer-based visualization tools and help students build links between the formal and conceptual aspects of quantum physics without compromising the technical content. They can be used both as supplements to lectures or as a self-study tool.

  1. Thermophysics Universal Research Framework (TURF) Tutorial Package

    Science.gov (United States)

    2017-03-02

    DATES COVERED (From - To) 4. TITLE AND SUBTITLE Thermophysics Universal Research Framework (TURF) Tutorial Package 5a. CONTRACT NUMBER In...Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std. 239.18 THERMOPHYSICS UNIVERSAL RESEARCH FRAMEWORK – INFRASTRUCTURE RELEASE – (TURF-IR V1.0...a C-R physics module), there are no hooks to indicate that a particular module is missing. In this way, reverse engineering the functionality of a

  2. abs417ashcoursesTutorial /uophelp

    OpenAIRE

    smith

    2015-01-01

    For more course tutorials visit www.uophelp.com     ABS 417 Week 1 DQ 1 ( The Power of Many )    ABS 417 Week 1 DQ 2 ( Social Change Model )    ABS 417 Week 2 DQ 1 ( Empowerment, Disempowerment and Social Change )   ABS 417 Week 2 DQ 2 ( Non-Profit vs. For-Profit Organizations )    ABS 417 Week 2 Assignment ( Reflection Paper )    ABS 417 Week 3 DQ 1 ( Social Problems )  &nb...

  3. ACC 220 Tutorials / acc220dotcom

    OpenAIRE

    modumteja

    2015-01-01

    For more course tutorials visit www.acc220.com   ACC 220 Week 1 Checkpoint Career Opportunities ACC 220 Week 1 DQ 1 & DQ 2 ACC 220 Week 2 Checkpoint Proprietorships, Partnerships, and Corporations ACC 220 Week 2 Assignment Financial Statements ACC 220 Week 3 Checkpoint Classified Balance Sheets ACC 220 Week 3 DQ 1 and DQ 2 ACC 220 Week 4 Checkpoint Cash Management Matrix Appendix B ACC 220 Week 4 Assignment Internal Cash Control ACC 220 Wee...

  4. EDU 626 ASH COURSE Tutorial/UOPHELP

    OpenAIRE

    dsftr

    2015-01-01

    For more course tutorials visit www.uophelp.com   EDU 626 Complete Class, New Coursework Business - General Business Week 1 Brainstorm. Brainstorm potential educational research topics that are of interest to you. What is a topic that will motivate you to want to explore it further? Try to focus in as much as possible. For example, if you are interested in education for gifted children, you may want to focus on the advantages/disadvantages of homogeneous grouping ...

  5. PEMBELAJARAN DENGAN PENDEKATAN CHEMO-ENTREPRENEURSHIP DAN PENGGUNAAN GAME SIMULATION SEBAGAI MEDIA CHEMO-EDUTAINMENT UNTUK MENINGKATKAN HASIL BELAJAR, KREATIVITAS, DAN LIFE SKILL

    Directory of Open Access Journals (Sweden)

    Sri Mursiti

    2011-12-01

    Full Text Available Pada matakuliah Kimia Organik Bahan Alam, dosen diharapkan dapat melaksanakanpembelajaran kimia dengan pendekatan CEP (Chemo-entrepreneurship dengan penggunaangame simulation sebagai media CET (Chemo-edutainment untuk meningkatkan hasil belajar,kreativitas, dan life skill mahasiswa dalam proses belajar mengajar, dan memberikan bekalserta contoh kepada mahasiswa kemudian mahasiswa mengimplementasikannya di sekolahlatihan pada saat praktek pengalaman lapangan (PPL. Penelitian dilakukan di JurusanKimia FMIPA UNNES. Subyek penelitiannya adalah mahasiswa semester 6 yang sedangmenempuh matakuliah Kimia Organik Bhan Alam sebanyak 40 orang. Pengumpulan datamenggunakan metode dokumentasi, tes, dan observasi. Hasil penelitian menunjukkanmahasiswa yang memperoleh nilai post test e” 65 sebesar 87,5% pada siklus I dan 100%pada siklus II. Tolok ukur keberhasilan penelitian adalah sekurang-kurangnya 75% mahasiswamemperoleh nilai e” 65 pada siklus I dan 85% pada siklus II sehingga penelitian tindakan kelasini dikatakan berhasil. Tanggapan mahasiswa terhadap pembelajaran dengan pendekatanCEP dan media CET sudah baik, hal ini ditunjukkan dengan hasil kuesioner yang memperolehskor 1254 terdapat pada range skor 961 - 1282 dengan kriteria setuju. Berdasarkan hasilpenelitian dapat disimpulkan bahwa pembelajaran menggunakan pendekatan CEP danpenggunaan game simulation sebagai media CET sangat efektif untuk meningkatkan hasilbelajar, kreativitas, dan life skill mahasiswa.Kata Kunci: game simulation, chemo-edutainment, life skill 

  6. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  7. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    game. This development is analogous to that of games of strategy, in which each player is assigned a set of possible ... based system, communication protocols, performance ..... driven and a shorter coding-debugging life cycle. The methods ...

  8. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  9. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  10. Create 2D mobile games with Corona SDK for iOS and Android

    CERN Document Server

    Mekersa, David

    2015-01-01

    Corona SDK is one of the most powerful tools used to create games and apps for mobile devices.The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format:Conta

  11. Using Game Development to Engage Students in Science and Technology

    Science.gov (United States)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  12. Games in Geography: Development in Technique.

    Science.gov (United States)

    Conolly, Geoff

    1982-01-01

    The evolution of educational games during the 1960s and 1970s culminated in a renewed awareness of the nature and potential of games. Simulations and games are suitable for instruction in urban growth, environmental problems, and in decision making in general. (KC)

  13. Generating computational models for serious gaming

    NARCIS (Netherlands)

    Westera, Wim

    2014-01-01

    Many serious games include computational models that simulate dynamic systems. These models promote enhanced interaction and responsiveness. Under the social web paradigm more and more usable game authoring tools become available that enable prosumers to create their own games, but the inclusion of

  14. The "magic" of tutorial centres in Hong Kong: An analysis of media marketing and pedagogy in a tutorial centre

    Science.gov (United States)

    Koh, Aaron

    2014-12-01

    Why do more than three-quarters of Hong Kong's senior secondary students flock to tutorial centres like moths to light? What is the "magic" that is driving the popularity of the tutorial centre enterprise? Indeed, looking at the ongoing boom of tutorial centres in Hong Kong (there are almost 1,000 of them), it is difficult not to ask these questions. This paper examines the phenomenon of tutorial centres in Hong Kong and seeks to understand what draws students to these centres. Combining theories of marketing semiotics and emotion studies, the author investigates the pivotal role of media marketing in generating the "magic" of tutorial centres, whose advertising strategy includes, for example, a display of billboard posters featuring stylishly-dressed "celebrity teachers". The author reviews some of the literature available on the subject of tutorial centres. In a case study approach, he then maps out the pedagogy he observed in an English tutorial class, seeking heuristic insights into the kind of teaching students in the study were looking for. He argues that part of the "magical" attraction of what are essentially "cram schools" is their formulaic pedagogy of teaching and reinforcing exam skills. Finally, the paper considers the social implications of the tutorial centre industry in terms of media marketing of education and unequal access to tutorial services.

  15. Scenario Based Education as a Framework for Understanding Students Engagement and Learning in a Project Management Simulation Game

    DEFF Research Database (Denmark)

    Misfeldt, Morten

    2015-01-01

    , and experiment with relevant parameters. Emphasizing the competi tion game aspect we can see how play and competition allow players to experience intrinsic motivation and engagement, as well as thinking strategically about their choices, and hence put attention towards all the things that can go wrong...

  16. Using Educational Games and Simulation Software in a Computer Science Course: Learning Achievements and Student Flow Experiences

    Science.gov (United States)

    Liu, Tsung-Yu

    2016-01-01

    This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…

  17. Using Educational Games and Simulation Software in a Computer Science Course: Learning Achievements and Student Flow Experiences

    Science.gov (United States)

    Liu, Tsung-Yu

    2016-01-01

    This study investigates how educational games impact on students' academic performance and multimedia flow experiences in a computer science course. A curriculum consists of five basic learning units, that is, the stack, queue, sort, tree traversal, and binary search tree, was conducted for 110 university students during one semester. Two groups…

  18. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website.

  19. Forecasting gaming revenues in Clark County, Nevada: Issues and methods

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.K.; Bando, A.

    1992-01-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. Is is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry. The model is meant to forecast Clark County gaming revenues and identifies the exogenous variables that affect gaming revenues. It will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming-related economic activity resulting from changes in regional economic activity and tourism.

  20. Forecasting gaming revenues in Clark County, Nevada: Issues and methods

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.K.; Bando, A.

    1992-07-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. Is is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry. The model is meant to forecast Clark County gaming revenues and identifies the exogenous variables that affect gaming revenues. It will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming-related economic activity resulting from changes in regional economic activity and tourism.

  1. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put f...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states.......Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...

  2. It’s All Fun and Games until Someone Learns Something: Assessing the Learning Outcomes of Two Educational Games

    Directory of Open Access Journals (Sweden)

    Steven Wise

    2009-12-01

    Full Text Available Objective – To determine whether educational games can be designed that are both fun and effective in improving information seeking skills. Methods – Two skills that are known to be particularly difficult for students taking a required information literacy test were identified. These skills are the ability to identify citations and the ability to search databases with keywords. Educational games were designed to address these two skills. The first game, Citation Tic Tac Toe, placed commonly used bibliographic citations into a tick tac toe style grid. Students were required to play the Tic Tac Toe game and subsequently given citation identification exercises. The second game arranged key concepts related to search phrases in a Magnetic Keyword interface. Students were observed searching databases before and after playing the Magnetic Keyword game and their pre‐ and post‐play searches were analyzed.Results – Students who played the Tic Tac Toe game improved more from pretest to posttest than students who only took an online tutorial. In addition, students who played the Magnetic Keyword game demonstrated quicker database searching for their topics and expressed increased satisfaction with their results. Conclusions – Games can be created which have measurable educational outcomes and are fun. It is important, however, to establish the educational objective prior to beginning game design.

  3. Environmental Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.; VanDevender, J.P.

    1995-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

  4. Agents Play Mix-game

    CERN Document Server

    Gou, C

    2005-01-01

    In mix-game which is an extension of minority game, there are two groups of agents; group1 plays the majority game, but the group2 plays the minority game. This paper studies the change of the average winnings of agents and volatilities vs. the change of mixture of agents in mix-game model. It finds that the correlations between the average winnings of agents and the mean of local volatilities are different with different combinations of agent memory length when the proportion of agents in group 1 increases. This study result suggests that memory length of agents in group1 be smaller than that of agent in group2 when mix-game model is used to simulate the financial markets.

  5. Game engines and immersive displays

    Science.gov (United States)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  6. On a New Cournot Duopoly Game

    Directory of Open Access Journals (Sweden)

    H. N. Agiza

    2013-01-01

    Full Text Available This paper presents a new Cournot duopoly game. The main advantage of this game is that the outputs are nonnegative for all times. We investigate the complexity of the corresponding dynamical behaviors of the game such as stability and bifurcations. Computer simulations will be used to confirm our theoretical results. It is found that the chaotic behavior of the game has been stabilized on the Nash equilibrium point by using delay feedback control method.

  7. Convex games, clan games, and their marginal games

    OpenAIRE

    Branzei , Rodica; Dimitrov, Dinko; Tijs, Stef

    2005-01-01

    We provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. As it turns out, a cooperative game is convex if and only if all its marginal games are superadditive, and a monotonic game satisfying the veto player property with respect to the members of a coalition C is a total clan game (with clan C) if and only if all its C-based marginal games are subadditive.

  8. AN EDUCATIONAL GAME IN CONSTRUCTION PROCUREMENT NEGOTIATION

    National Research Council Canada - National Science Library

    Ren-Jye Dzeng; Pei-Ru Wang

    2013-01-01

    .... This study addressed that shortcoming by developing a portfolio negotiation game in which students play different roles and actively make decisions while proceeding through a simulated negotiation...

  9. Use of IBM LinkWay for Developing Tutorials.

    Science.gov (United States)

    Nagarkatte, Umesh P.; Nagarkatte, Shailaja U.

    IBM LinkWay is an example of a hypertext and hypermedia authoring system. This paper summarizes a workshop presentation that demonstrates how to create a mathematics tutorial using LinkWay. An introduction discusses the guidelines for the tutorial. The guidelines consider the presentation of questions, help features for the students, feedback,…

  10. The SIKS/BiGGrid Big Data Tutorial

    NARCIS (Netherlands)

    Hiemstra, Djoerd; Lammerts, Evert; de Vries, A.P.

    2011-01-01

    The School for Information and Knowledge Systems SIKS and the Dutch e-science grid BiG Grid organized a new two-day tutorial on Big Data at the University of Twente on 30 November and 1 December 2011, just preceding the Dutch-Belgian Database Day. The tutorial is on top of some exciting new

  11. Developing and Testing a Video Tutorial for Software Training

    NARCIS (Netherlands)

    Meij, van der Hans

    2014-01-01

    Purpose: Video tutorials for software training are rapidly becoming popular. A set of dedicated guidelines for the construction of such tutorials was recently advanced in Technical Communication (Van der Meij & Van der Meij, 2013). The present study set out to assess the cognitive and motivational e

  12. The SIKS/BiGGrid Big Data Tutorial

    NARCIS (Netherlands)

    Hiemstra, Djoerd; Lammerts, Evert; Vries, de Arjen P.

    2011-01-01

    The School for Information and Knowledge Systems SIKS and the Dutch e-science grid BiG Grid organized a new two-day tutorial on Big Data at the University of Twente on 30 November and 1 December 2011, just preceding the Dutch-Belgian Database Day. The tutorial is on top of some exciting new developm

  13. The SIKS/BiGGrid Big Data Tutorial

    NARCIS (Netherlands)

    Hiemstra, Djoerd; Lammerts, Evert; de Vries, A.P.

    2011-01-01

    The School for Information and Knowledge Systems SIKS and the Dutch e-science grid BiG Grid organized a new two-day tutorial on Big Data at the University of Twente on 30 November and 1 December 2011, just preceding the Dutch-Belgian Database Day. The tutorial is on top of some exciting new developm

  14. Evaluating Best Practices for Video Tutorials: A Case Study

    Science.gov (United States)

    Weeks, Thomas; Putnam Davis, Jennifer

    2017-01-01

    This article will explore one library's experience creating best practices for the creation of video tutorials. First, a literature review establishes the best practices other creators have used. Then, the authors apply these best practices to the creation of their first video tutorial. Finally, they evaluate the usefulness of each practice in…

  15. SPIN Tutorial: How to Become a SPIN Doctor

    NARCIS (Netherlands)

    Ruys, T.C.; Bosnacki, D.; Leue, S.

    2002-01-01

    SPIN is a model checker for the verification of software systems. SPIN uses a high level language called PROMELA to specify systems descriptions. The goal of this tutorial is to introduce novice users to both PROMELA and SPIN. The tutorial itself is divided into two parts. The BASIC SPIN part is tar

  16. Design Principles of Next-Generation Digital Gaming for Education.

    Science.gov (United States)

    Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie.

    2003-01-01

    Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…

  17. XACC 280 UOP Tutorial Course/Uoptutorial

    OpenAIRE

    anemone222

    2015-01-01

    For More Course Tutorials Visit www.uoptutorial.com             1.      Assignment: Journalizing, Posting, and Preparing a Trial Balance   ·         Complete P2-2A on p. 81 of Financial Accounting, using the templates in Appendix C for your answers. Each part of the problem corresponds to one tab in Appendix C. Complete all three tabs of Appendix C. ...

  18. SOC 120 ASH Tutorial course/ Uoptutorial

    OpenAIRE

    Michael Crichton

    2015-01-01

    For more course tutorials visit www.uoptutorial.com     SOC 120 WEEK 1 DQ 1 RELATIVISM SOC 120 WEEK 1 DQ 2 EGOISM AND ALTRUISM SOC 120 WEEK 2 DQ 1 SCHOOL PRAYER SOC 120 WEEK 2 DQ 2 RESPONSIBILITY AND REWARD SOC 120 WEEK 2 RELATIVISM AND MORALITY SOC 120 WEEK 3 DQ 1 DEATH PENALTY SOC 120 WEEK 3 DQ 2 FUTURE GENERATIONS AND DEVELOPMENT SOC 120 WEEK 3 ROUGH DRAFT OF FINAL PAPER ON ETHICS THEORY SOC 120 WEEK 4 DQ 1 PRESUMPTION OF INNOCENCE ...

  19. MGT 401 ASH Course Tutorial / Tutorialoutlet

    OpenAIRE

    kennith

    2015-01-01

    For more course tutorials visit www.tutorialoutlet.com   MGT 401 Week 1 Individual Assignment Strategic Management Process Paper (Ash) MGT 401 Week 1 Class Activity Week 1 (Ash) MGT 401 Week 1 DQ 1 (Ash) MGT 401 Week 1 DQ 2 (Ash) MGT 401 Week 2 Learning Team Business Model Comparison Example (Ash) MGT 401 Week 2 DQ 1 (Ash) MGT 401 Week 2 DQ 2 (Ash) MGT 401 Week 2 Class Activity (Ash) MGT 401 Week 3 Individual Assignment Business Plan Evaluation (Ash) ...

  20. MGT 330 ASH Course Tutorial / Tutorialoutlet

    OpenAIRE

    alfoniz

    2015-01-01

    For more course tutorials visit www.tutorialoutlet.com   MGT 330 Week 1 Individual Assignment Functions of Management Paper (Ash) MGT 330 Week 1 DQ 1 (Ash) MGT 330 Week 1 DQ 2 (Ash) MGT 330 Week 1 DQ 3 (Ash) MGT 330 Week 1 Summary (Ash) MGT 330 Week 2 Team Assignment External Internal Factors Paper (Ash) MGT 330 Week 2 Individual Assignment Delegation (Ash) MGT 330 Week 2 Summary (Ash) MGT 330 Week 2 DQ 1 (Ash) MGT 330 Week 2 DQ 2 (Ash) MGT 330 W...