Auswahl der wissenschaftlichen Literatur zum Thema „Simulations and role-playing games“

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Zeitschriftenartikel zum Thema "Simulations and role-playing games"

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Stampfl, Rita, Barbara Geyer, Marie Deissl-O‘Meara, and Igor Ivkic. "Revolutionising Role-Playing Games with ChatGPT." Advances in Artificial Intelligence and Machine Learning 04, no. 02 (2024): 2244–57. http://dx.doi.org/10.54364/aaiml.2024.42129.

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Digitalisation in education and its influence on teaching methods is the focus of this study, which examines the use of ChatGPT in a role-playing game used in the Cloud Computing Engineering Master’s programme at the University of Applied Sciences Burgenland. The aim of the study was to analyse the impact of AI-based simulations on students’ learning experience. Based on Vygotsky’s sociocultural theory, ChatGPT was used to give students a deeper understanding of strategic decision-making processes in simulated business scenarios. The methodological approach included role-playing and qualitativ
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Abdurasulovna, Buronova Sevara. "The Role of Games in the Process of Teaching Foreign Languages." International Journal on Integrated Education 7, no. 1 (2024): 1–4. http://dx.doi.org/10.31149/ijie.v7i1.5199.

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The article touches upon the topic of using the method of role-playing games / simulations in teaching students’ foreign language. Particular attention is paid to the question of how this method can be used in universities to encourage students to make the most of a foreign language in class. The author draws attention to the fact that the types of role-playing games can be different depending on the level complexity and language skills of students, and that the correct choice is necessary role-playing game corresponding to the level of knowledge of the group. The article demonstrates that rol
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Abdurasulovna, Buronova Sevara. "The Role of Games in the Process of Teaching Foreign Languages." International Journal on Integrated Education 7, no. 4 (2025): 186–89. https://doi.org/10.31149/ijie.v7i4.5199.

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The article touches upon the topic of using the method of role-playing games / simulations in teaching students’ foreign language. Particular attention is paid to the question of how this method can be used in universities to encourage students to make the most of a foreign language in class. The author draws attention to the fact that the types of role-playing games can be different depending on the level complexity and language skills of students, and that the correct choice is necessary role-playing game corresponding to the level of knowledge of the group. The article demonstrates that rol
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Wheeler, Sarah M. "Role-Playing Games and Simulations for International Issues Courses." Journal of Political Science Education 2, no. 3 (2006): 331–47. http://dx.doi.org/10.1080/15512160600840814.

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Ashurov, Jamoliddin. "USING ROLE PLAYS AND SIMULATION ACTIVITIES IN TEACHING SPEAKING." CONFERENCE ON UNIVERSAL SCIENCE RESEARCH 2023 1, no. 3 (2023): 39–41. https://doi.org/10.5281/zenodo.7693216.

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Bowman, Sarah Lynne, Brodie Atwater, Andhe Standiford, et al. "International Journal of Role-playing 6 -- Full Issue -- IJRP." International Journal of Role-Playing, no. 6 (December 2, 2016): 1–59. http://dx.doi.org/10.33063/ijrp.vi6.238.

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IJRP 6: Special Issue — Role-playing and Simulation in Education
 Table of Contents
 Sarah Lynne Bowman, “Editorial”
 Brodie Atwater, “We Need to Talk: A Literature Review of Debrief”
 Sarah Lynne Bowman and Andhe Standiford, “Enhancing Healthcare Simulations and Beyond: Immersion Theory and Practice”
 Gabriel de los Angeles, “Scaffolding Role Playing: An Analysis of Role-playing Interactions with Non Role-players of All Ages”
 Jason Cox, “Arts-Based Inquiry with Art Educators through American Freeform”
 J. Tuomas Harviainen, “Physical Presence in Simulation:
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Sparrow, Robert, Rebecca Harrison, Justin Oakley, and Brendan Keogh. "Playing for Fun, Training for War." Games and Culture 13, no. 2 (2015): 174–92. http://dx.doi.org/10.1177/1555412015615025.

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In the cultural controversy surrounding “violent video games,” the manufacturers and players of games often insist that computer games are a form of harmless entertainment that is unlikely to influence the real-world activities of players. Yet games and military simulations are used by military organizations across the world to teach the modern arts of war, from how to shoot a gun to teamwork, leadership skills, military values, and cultural sensitivity. We survey a number of ways of reconciling these apparently contradictory claims and argue that none of them are ultimately successful. Thus,
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Hart, Jeffrey. "Software Reviews : Conflict Simulations and Role-Playing Games: A Review Essay." Social Science Microcomputer Review 3, no. 2 (1985): 142–47. http://dx.doi.org/10.1177/089443938500300208.

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Parag Udaysinh More, Kumar Sachin, Mykhailo Pervak, Olha Yehorenko, and Oleksandr Rogachevsky. "REVIEW OF SIMULATION MEDICAL TECHNOLOGIES IMPACT ON MODERN EDUCATION." InterConf, no. 16(121) (August 20, 2022): 224–39. http://dx.doi.org/10.51582/interconf.19-20.08.2022.023.

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The adoption of simulation-based medical teaching and learning is one of the key phases in curriculum development. Instead of learning through apprenticeship, medical simulation enables the development of clinical skills through purposeful practice. Role-playing games and patient simulations are examples of human simulations. Manikins and computer-based simulations are examples of non-human simulations. At the undergraduate and graduate levels, medical simulation has been shown to improve clinical competence. Additionally, it has been discovered to have several benefits that can raise patient
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Nahorniak, Svitlana, Natalia Stavnycha, and Ivan Chyshma. "Application of educational simulations in the process of adult education." Педевтологія 2, no. 1 (2024): 23–30. https://doi.org/10.31652/3041-1203-2024(1)-23-30.

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The article analyzes modern research on the application of simulation games in the process of adult education, in particular in such areas as medicine, aviation, jurisprudence and pedagogy. The advantages of such training methods are noted, in particular, the development of practical skills in a safe environment. The article describes in detail the different types of simulations, such as virtual reality, augmented reality, role-playing and computer simulations, and provides examples of their successful use. In particular, the use of the Body Interact platform for the training of medical profes
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Dissertationen zum Thema "Simulations and role-playing games"

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Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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Aitkin, Alexander Lewis, and alex aitkin@dest gov au. "Playing at Reality: Exploring the potential of the digital game as a medium for science communication." The Australian National University. Faculty of Science, 2005. http://thesis.anu.edu.au./public/adt-ANU20050826.102832.

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Scientific culture is not popular because the essential nature of science – the models and practises that make it up – cannot be communicated via conventional media in a manner that is interesting to the average person. These models and practises might be communicated in an interesting manner using the new medium of the digital game, yet very few digital games based upon scientific simulations have been created and thus the potential of such games to facilitate scientific knowledge construction cannot be studied directly. Scientific simulations have, however, been much used by scientists to fa
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Fraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes
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Wearne, P. R. "Dramatic role-play as a process of exploration with adolescents : a phenomenological study." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1997. https://ro.ecu.edu.au/theses/909.

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The purpose of this research study is to describe the lived experience of adolescents with dramatic role-play as a process of exploration. The responses of the participants are compared with the proposed learning objectives of the researcher. A comparison is provided which occasionally reflects a difference in actual or perceived learning and expected learning. The process of exploration about self and society is undertaken by using dramatic role-play as a specific methodology of process drama. The current theories of 'drama education', 'process drama' and 'role-play' are discussed and evidenc
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Massey, David. "“EXPERT” AND “NON-EXPERT” DECISION MAKING IN A PARTICIPATORY GAME SIMULATION: A FARMING SCENARIO IN ATHIENOU, CYPRUS." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339618019.

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Nilsson, Magnus. "Att spegla verkligheten - en studie av simuleringar i geografiundervisning på gymnasienivå." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34128.

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I arbetet görs ett försök att genom litteratur och elevintervjuer närma sig frågan om vilka förutsättningar för lärande som simuleringar i geografi erbjuder och vilka lärandeteorier som då blir relevanta. Intervjuer har därför gjorts med elever efter att de genomfört ett för undersökningen utvalt simuleringsspel. I arbetet ställs också frågan om hur elever uppfattar simuleringen som didaktiskt verktyg och ett antal svarskategorier struktureras. Slutsatserna är att lärandet i simuleringar i första hand tycks vara beroende av den egna praktiska erfarenheten, den sociala interaktionen mellan delt
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Amakama, Nimisingha Jacob. "Conception et mise en œuvre d'une solution interopérable d'un hôpital de campagne mobile dédié à l'industrie pétrolière et gazière." Electronic Thesis or Diss., IMT Mines Alès, 2024. http://www.theses.fr/2024EMAL0003.

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Cette étude examine l'application de techniques computationnelles et d'un jeu de rôle de réponse aux catastrophes pour évaluer la faisabilité de développer un modèle de simulation reproductible et adaptable pour la réponse aux catastrophes et la prise de décision en situation de crise dans le domaine de la santé. Une approche de gestion de crise est utilisée pour déployer des ressources et évacuer les victimes d'un site de catastrophe hypothétique suite à un début soudain de catastrophe. Cette approche nécessite la présence d'agents divers et leur capacité à coordonner et allouer efficacement
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Jeppsson, Bertil. "AI-controlled life in Role-playing games." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5016.

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Will more realistic behaviour among non-playing characters (NPCs) in a role-playing game(RPG) improve the overall feeling of the game for the player? Would players notice the enhanced life of a NPC in a role-playing game, or is the time spent in cities and villages insufficient to notice any difference at all? There are plenty best-selling RPGs with simplistic, repetitive NPC behaviour on the market. Does that mean that smarter NPCs is not necessary and that an improvement of them wouldn't benefit the players' impression of it? Or would some of these well recognised games get even be
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Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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Blasingim, Kerry G. "HERO MYTHS IN JAPANESE ROLE-PLAYING GAMES." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1147711469.

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Bücher zum Thema "Simulations and role-playing games"

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Giacomo, Richard Di. Short role-playing simulations for US history classrooms. 4th ed. Magnifico Books], 2002.

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Buckner, Marilyn. Simulation and role play: Presentation skills & games. ASTD, 1999.

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Christopher, Elizabeth M. Inside Australian teenage fiction: Games, simulations, and role-plays. Heinemann Education, 1992.

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Ments, Morry Van. The effective use of role-play: A handbook for teachers and trainers. Kogan Page, 1989.

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Ladousse, Gillian Porter. Role play. ELBS with Oxford University Press, 1991.

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Taylor, T. L. Play between worlds: Exploring online game culture. MIT Press, 2006.

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Rymaszewski, Michael. Second Life. John Wiley & Sons, Ltd., 2007.

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Mike, Harrison. Wing Commander I & II: The ultimate strategy guide. Prima Pub., 1992.

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Paula, Spiese, ed. Power monger: The official strategy guide. Prima Pub., 1993.

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Bill, Ciciora, Pearson Eric Matthew, and Dynamix (Firm), eds. Dynamix great war planes: The ultimate strategy guide. Prima, 1993.

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Buchteile zum Thema "Simulations and role-playing games"

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Fedoseev, Alexey, and Daria Vdovenko. "Playing Science: Role-Playing Games as a Way to Enter Scientific Activity." In Frontiers in Gaming Simulation. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_1.

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Guyot, Paul, Alexis Drogoul, and Shinichi Honiden. "Multi-Agent Participatory Simulations Between Experimental Economics and Role-Playing Games." In Agent-Based Social Systems. Springer Japan, 2007. http://dx.doi.org/10.1007/978-4-431-71307-4_2.

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Cai, Yundong, and Zhiqi Shen. "Learning by Playing in Agent-Oriented Virtual Learning Environment." In Agents for Educational Games and Simulations. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32326-3_5.

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Jørgensen, Kaj A., Hans-Henrik Hvolby, and Jan Kirkegaard Lauridsen. "The CIM Game - A Role-Playing Game on Integration." In Simulation Games and Learning in Production Management. Springer US, 1995. http://dx.doi.org/10.1007/978-1-5041-2870-4_13.

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Klöckner, Christian A. "Playing Good? — Environmental Communication through Games and Simulations." In The Psychology of Pro-Environmental Communication. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137348326_10.

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Dekker, D. "The Role of Computers, Simulations & Games." In Creativity and Innovation: towards a European Network. Springer Netherlands, 1988. http://dx.doi.org/10.1007/978-94-009-2827-5_30.

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Lean, Jonathan, Jonathan Moizer, Cathrine Derham, Lesley Strachan, and Zakirul Bhuiyan. "Real World Learning: Simulation and Gaming." In Applied Pedagogies for Higher Education. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-46951-1_9.

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Abstract Simulations and games are being used across a variety of subject areas as a means to provide insight into real world situations within a classroom setting; they offer many of the benefits of real world learning but without some of the associated risks and costs. Lean, Moizer, Derham, Strachan and Bhuiyan aim to evaluate the role of simulations and games in real world learning. The nature of simulations and games is discussed with reference to a variety of examples in Higher Education. Their role in real world learning is evaluated with reference to the benefits and challenges of their
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Vidal-Gomel, Christine. "The Psychological Validity of Training Simulations: Analysis of a Simulation with Role-Playing Games to Experiment the Gesture of “Relational Touch”." In Professional and Practice-based Learning. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-89567-9_5.

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Papaevripidou, Marios, Tasos Hovardas, and Zacharias Zacharia. "The Effects of a Role-Playing Game and a Software Simulation Tool on Elementary School Students’ Understanding When Modelling Feeding Relations in Ecosystems." In Virtual and Augmented Reality, Simulation and Serious Games for Education. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6_3.

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White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner, and Jonathan Walton. "Tabletop Role-Playing Games." In The Routledge Handbook of Role-Playing Game Studies. Routledge, 2024. http://dx.doi.org/10.4324/9781003298045-6.

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Konferenzberichte zum Thema "Simulations and role-playing games"

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Guo (Chu), Siao-Cing. "USING ROLE-PLAYING GAMES TO FOSTER LANGUAGE PROFICIENCY AND EMOTIONAL COMPETENCE." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.0678.

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Rosli, R. M. K. Raja, and A. F. Zakaria. "The Impact of Digital Role-Playing Games in Engineering Education: A Preliminary Review." In 2024 9th International STEM Education Conference (iSTEM-Ed). IEEE, 2024. http://dx.doi.org/10.1109/istem-ed62750.2024.10663190.

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Liu, Tianyu, Zijie Zheng, Hongchang Li, Kaigui Bian, and Lingyang Song. "Playing Card-Based RTS Games with Deep Reinforcement Learning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/631.

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Game AI is of great importance as games are simulations of reality. Recent research on game AI has shown much progress in various kinds of games, such as console games, board games and MOBA games. However, the exploration in RTS games remains a challenge for their huge state space, imperfect information, sparse rewards and various strategies. Besides, the typical card-based RTS games have complex card features and are still lacking solutions. We present a deep model SEAT (selection-attention) to play card-based RTS games. The SEAT model includes two parts, a selection part for card choice and
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Ma, Yuzhe, Young Wu, and Xiaojin Zhu. "Game Redesign in No-regret Game Playing." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/461.

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We study the game redesign problem in which an external designer has the ability to change the payoff function in each round, but incurs a design cost for deviating from the original game. The players apply no-regret learning algorithms to repeatedly play the changed games with limited feedback. The goals of the designer are to (i) incentivize players to take a specific target action profile frequently; (ii) incur small cumulative design cost. We present game redesign algorithms with the guarantee that the target action profile is played in T-o(T) rounds while incurring only o(T) cumulative de
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Vallim, Rosane Maria Maffei, André Carlos Ponce de Leon Ferreira de Carvalho, and João Gama. "Data Stream Mining Algorithms for Building Decision Models in a Computer Role-Playing Game Simulation." In 2010 Brazilian Symposium on Games and Digital Entertainment (SBGAMES). IEEE, 2010. http://dx.doi.org/10.1109/sbgames.2010.14.

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Hagedorn, Christiane, Heini Utunen, Jan Renz, and Christoph Meinel. "Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency work." In 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2018. http://dx.doi.org/10.1109/segah.2018.8401345.

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da Silva, Igor Castellano, Luiza K. Lyra, and Isabella G. Paludo. "Simulations and Games in Teaching International Relations and Strategic Studies." In Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames.2024.241334.

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International Relations (IR) and Strategic Studies (SS) have long utilized games and simulations as educational tools, especially in digital settings. Recently, these fields have evolved from technical training and executive action to interdisciplinary areas within the Social Sciences. This shift reflects a change in training objectives, moving from technical skills to a broader understanding of complex global dynamics. Modern approaches aim to foster a deep comprehension of these dynamics using diverse analytical lenses. This article examines the legacy of IR and SS in the contemporary use of
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Henderson, Niklas, Helen Pallett, Sander Van Der Linden, Jake Montanarini, and Oliver Buckley. "The disPHISHinformation Game: Creating a Serious Game to Fight Phishing Using Blended Design Approaches." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004774.

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In 2022, 39% of all UK businesses reported identifying a cyber security attack against their own organisation, 83% of which were phishing attempts. A large body of research in cyber security focuses on technical solutions, however humans remain one of the most exploitable endpoints in an organisation. Traditional security training within organisations commonly includes point-and-click exercises and simple video media that employees are required to complete. These training exercises are often seen as unengaging and tedious, and employees are commonly pushed to complete training rather than enco
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Martinezortiz, Ivan, Angel Del blanco, Angel Serrano, Baltasar Fernandezmanjon, and Ioana andreea Stefan. "INTEGRATING SERIOUS GAMES INTO E-LEARNING PLATFORMS, PRESENT AND FUTURE." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-145.

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Simulations and Serious Games (SGs) are very promising educational tools as they include new powerful characteristics such as learner engagement or authentic environment for learning. Therefore SGs offer to the teachers an innovative and interactive instrument that can be used to support new models of teaching. Currently, there is a discussion about what are the contexts and educational settings where SGs can be more adequate and cost-effective. But it is clear that the interactions of students while playing SGs can generate a tremendous amount of valuable information that can be useful to tea
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Václavíková, Zuzana. "ROLE-PLAYING EDUCATIONAL GAMES IN MATH LESSONS." In 18th International Technology, Education and Development Conference. IATED, 2024. http://dx.doi.org/10.21125/inted.2024.1769.

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Berichte der Organisationen zum Thema "Simulations and role-playing games"

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

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Fernandez-Duque, Silvina, David Klevan, and Russ Sitka. Response III: Simulations, Puzzles, and 'History Detectives': How Can Games Immerse Players while Balancing Authenticity, Memorialisation, and Learning? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/dgwd4072.

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Computer games are technically well-suited for placing visitors into simulations of historical scenarios, as well as in post-Holocaust situations where their role is to be memory or history investigators. But are both scenarios pedagogically sound?
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Fagan, Matt, and Naomi Schwartz. Exploring the Social and Ecological Trade-offs in Tropical Reforestation: A Role-Playing Exercise. American Museum of Natural History, 2018. http://dx.doi.org/10.5531/cbc.ncep.0108.

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This exercise introduces students to the complexities of conservation in rural tropical landscapes. It introduces the concepts of payments for environmental services (PES), trade-offs and synergies between agricultural land-uses and society’s needs, and introduces students to tropical land-uses and common rural stakeholders in the tropics. The module has two main parts. In Part 1, students learn about a new reforestation program in the fictional country of Nueva Puerta and must debate how to direct the reforestation program: towards poverty alleviation, export production, water protection, or
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ดำรงโรจน์วัฒนา, พงษ์ชัย, та วุฒิวงศ์ วิมลศักดิ์เจริญ. แบบจำลองเชิงบูรณาการเพื่อแลกเปลี่ยนเรียนรู้ เรื่องการใช้ประโยชน์ทรัพยากรจากระบบนิเวศป่าไม้อย่างยั่งยืน: ปฏิสัมพันธ์ระหว่างทรัพยากรและผู้มีส่วนเกี่ยวข้อง อำเภอเวียงสา จังหวัดน่าน : รายงานผลการดำเนินงาน. จุฬาลงกรณ์มหาวิทยาลัย, 2018. https://doi.org/10.58837/chula.res.2018.61.

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งานวิจัยนี้เป็นงานต่อยอดจากการศึกษาในปีที่ผ่านมา มีวัตถุประสงค์เพื่อวิเคราะห์ปฏิสัมพันธ์ระหว่างผู้มีส่วนเกี่ยวข้องในการจัดการป่าชุมชนกับทรัพยากรของป่าที่สำคัญ และสร้างแบบจำลองเชิงบูรณาการในรูปแบบเกมสวมบทบาทสมมุติโดยมีคอมพิวเตอร์ช่วยประมวลผล (computer-assisted role-playing game) การศึกษาทำโดยการสัมภาษณ์ผู้มีส่วนเกี่ยวข้องโดยใช้วิธี snowball sampling และสร้างแบบจำลองโดยใช้ Cormas (Common-pool resource management agent-based simulation) platform ผลการศึกษาพบว่าผู้มีส่วนเกี่ยวข้องที่สำคัญ ได้แก่ ชาวบ้าน องค์การบริหาร ส่วนตำบลไหล่น่าน คณะผู้วิจัย เจ้าหน้าที่ป่าไม้ และยังมีอีก 2 กลุ่ม ที่ปัจจุบันยัง
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Stark, Sasha, Heather Wardle, and Isabel Burdett. Examining lottery play and risk among young people in Great Britain. GREO, 2021. http://dx.doi.org/10.33684/2021.002.

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Purpose & Significance: Despite the popularity of lottery and scratchcards and some evidence of gambling problems among players, limited research focuses on the risks of lottery and scratchcard play and predictors of problems, especially among young people. The purpose of this project is to examine whether lottery and scratchcard participation is related to gambling problems among 16-24 year olds in Great Britain and whether general and mental health and gambling behaviours explain this relationship. Methodology: Samples of 16-24 year olds were pooled from the 2012, 2015, and 2016 Gambling
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Fedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko, and Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4624.

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Use of visual methods plays a significant role in learning. ICT allow us to create electronic educational resources in a new format and with new opportunities. The study of their didactic possibilities, forms and methods of their application is a topical issue. Simulation, virtualization, gamification requires new knowledge about their application, and therefore, the problem of training future teachers to use them is an urgent and important part of training. In this article modern achievements in the use of serious games in education were investigated and analyzed, the possibilities of using v
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Campos, Rodolfo, Samuel Pienknagura, and Jacopo Timini. How far has globalization gone? A tale of two regions. Banco de España, 2023. http://dx.doi.org/10.53479/34612.

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We study the globalization of trade in Latin America and Asia over the past 25 years and quantify its economic impact. Employing structural gravity models, we first estimate a proxy of trade globalization that captures the ease of trading internationally with respect to trading domestically. The results indicate similar trade globalization patterns in the two regions, albeit with a high degree of heterogeneity within them. Trade globalization has been particularly strong in agriculture, mining and manufacturing, but has lagged in services. Within-region heterogeneity is associated with a set o
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Aalto, Juha, and Ari Venäläinen, eds. Climate change and forest management affect forest fire risk in Fennoscandia. Finnish Meteorological Institute, 2021. http://dx.doi.org/10.35614/isbn.9789523361355.

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Forest and wildland fires are a natural part of ecosystems worldwide, but large fires in particular can cause societal, economic and ecological disruption. Fires are an important source of greenhouse gases and black carbon that can further amplify and accelerate climate change. In recent years, large forest fires in Sweden demonstrate that the issue should also be considered in other parts of Fennoscandia. This final report of the project “Forest fires in Fennoscandia under changing climate and forest cover (IBA ForestFires)” funded by the Ministry for Foreign Affairs of Finland, synthesises c
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Guidati, Gianfranco, and Domenico Giardini. Joint synthesis “Geothermal Energy” of the NRP “Energy”. Swiss National Science Foundation (SNSF), 2020. http://dx.doi.org/10.46446/publication_nrp70_nrp71.2020.4.en.

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Near-to-surface geothermal energy with heat pumps is state of the art and is already widespread in Switzerland. In the future energy system, medium-deep to deep geothermal energy (1 to 6 kilometres) will, in addition, play an important role. To the forefront is the supply of heat for buildings and industrial processes. This form of geothermal energy utilisation requires a highly permeable underground area that allows a fluid – usually water – to absorb the naturally existing rock heat and then transport it to the surface. Sedimentary rocks are usually permeable by nature, whereas for granites
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Yu, Y. S. Capabilities, limitations and the use of the GEOROC computer package. Natural Resources Canada/CMSS/Information Management, 1987. http://dx.doi.org/10.4095/325534.

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Computer codes have been used by various researchers in modelling viscoelastic formations, with a good degree of success. Serata used a complex rheological model, REM (Rheological Element Model) code, to simulate mine openings [2]. Others, in the U.S. Nuclear Waste Isolation Programme, have evaluated the capability of various codes for the design of nuclear waste repository [3]. Because of the proprietary nature of the above codes, they are not available to mine operators in Canada. Consequently, in 1984, CANMET initiated a research project to develop a numerical modelling package for use in t
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