Guide on Simulation and Gaming for Environmental Education


Book Description

Among various possible pedagogical approaches which favor the integration of an environmental dimension into educational processes, gaming and simulation seem particularly suitable to environmental education. Environmental games and simulations reproduce in a simplified and didactical manner the complex nature of concrete environmental problems. The game situation can take into account various factors as well as the values, interests, and behavioral patterns of different social actions (e.g., scientists, government officials, or the general public) which are likely to contribute to the generation and solution of environmental problems. Games and simulation provide the student-players with a framework which helps them to appraise situations in a multidisciplinary perspective, reveals the importance of balancing group values and interests in the solution of environmental problems, and prepares them for efficient decision making. This guide on the design of simulation and gaming aims at providing basic practical knowledge for the purpose of stimulating specialists in charge of curricula and materials development, as well as teachers, to adapt existing games and simulations to their particular situations or to develop original materials of a similar kind. The guide comprises two parts. The first develops fundamentals of gaming and simulation design; the second provides examples of games, including a specific game devised for generating other games. (CW)







Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned


Book Description

"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.




Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies


Book Description

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences.




Environmental Education


Book Description

The environmental movement of the 1960s made educationists in some parts of the world aware of the significance and importance of ecology in curricula at all levels of education, from kindergarten to post-secondary. A great deal of progress was made in the early 1970s in incorporating environmental awareness programs into educa tional systems go that what was once considered a fad was gradually becoming a part of formal education in a number of institutions, especially in Canada and the U.S.A. It was therefore appropriate that an international scientific body devote some time to the issue of ecology in education. Early in 1976, I suggested to the International Association for Ecology (Inteco1) that a symposium on Environmental Education be included in the program of the Second International Congress of Ecology scheduled to be held in Jerusalem in September 1978. In the first draft program of the Congress, the topic was included as a poster session. I considered this inadequate and appealed to the Congress Steering Committee to focus greater attention on environ mental education. The first draft program contained phrases like "utilization of resources", "conservation problems", "environmental moni toring", and "irreversible changes". These phrases more or less assumed that people in general understood ecological principles. Literature on environmental education seems to suggest that a wide gap separated most of the professional ecologists from a large portion of mankind primarily because we the ecologists have paid scant attention to the ecological education of world's citizens.




The Complete Guide to Simulations and Serious Games


Book Description

"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.




Learning by Doing


Book Description

Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”







The Guide to Simulations/Games for Education and Training


Book Description

This is the fullest guide to available games and simulations for use in business and education. There are over 1,400 separate entries -- about half of them new to this edition -- giving each game's name, copyright, manufacturer, price, age and number of players, together with a full description. Twenty four essays evaluate and contrast games for specific settings, making this a consumer report for game users.