Invisible Reconstruction : Cross-disciplinary responses to natural, biological and man-made disasters / / Lucia Patrizio Gunning, Paola Rizzi |
Autore | Gunning Lucia Patrizio |
Pubbl/distr/stampa | London : , : UCL Press, , 2022 |
Descrizione fisica | 1 online resource (380 pages) |
Disciplina | 904 |
Soggetto topico |
Disasters
Emergency management |
ISBN | 1-80008-349-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910634055103321 |
Gunning Lucia Patrizio
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London : , : UCL Press, , 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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Neo-Simulation and Gaming Toward Active Learning [[electronic resource] /] / edited by Ryoju Hamada, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, Paola Rizzi, Vinod Dumblekar |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019 |
Descrizione fisica | 1 online resource (xx, 560 pages) : illustrations |
Disciplina | 519.3 |
Collana | Translational Systems Sciences |
Soggetto topico |
Social policy
Schools of economics Educational technology Education—Data processing Social Policy Heterodox Economics Educational Technology Computers and Education Technology and Digital Education |
ISBN | 981-13-8039-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part 1. Various Applications of S&G -- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity -- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction -- Chapter 3. Hallucifear: Educational Game about Drug Addiction -- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care -- Chapter 5. A Simulation Game of Patient Transportation -- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport -- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid -- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table -- Part 2. S&G to Learn Business -- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements -- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills -- Chapter 11. Bis Augmented Reality in Finance Learning Games -- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game -- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities -- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks -- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector -- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game -- Part 3. S&G to Learn Environmental Issues -- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System -- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services -- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables -- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets -- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity -- Part 4. S&G in Disaster Management -- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education -- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation -- Chapter 24. A Study on Effect of “Information Mismatch” Simulation on Victims’ Quality of Life and Sense of Place in the Post-Disaster Period -- Part 5. S&G with the Latest Technology -- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement -- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children -- Chapter 27. Virtual Reality for Active English Learning in the University Context -- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game -- Part 6. S&G to facilitate Consensus Building -- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management -- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer -- Chapter 31. A Study about the Changes of Participants’ Impressions through a Brainstorming Group Work -- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge -- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People -- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area -- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building -- Part 7. S&G for Empowerment of Human Mind -- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan -- Chapter 37. Hooshmand – Intelligence and Emotion Entangled in a Simulation Game -- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students -- Chapter 39. City of Emotions – Case Studies for a Broader Scope of Intervention -- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project -- Part 8. NEO-Simulation Gaming toward Active Learning Era -- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL -- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator’s Role as a Designer of Environments -- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles -- Chapter 44. Digital Versus Analogue Multi-Player Gaming: Comparing Learning Outcomes -- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model -- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company -- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving -- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students -- Chapter 49. What Business Simulations Teach: The Effect of Debriefing -- Chapter 50. Gaming Simulation Validation: Matching Participants’ Worldviews with Their Decisions -- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy. . |
Record Nr. | UNINA-9910350321303321 |
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Simulation and Gaming in the Network Society [[electronic resource] /] / edited by Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Singapore : , : Springer Singapore : , : Imprint : Springer, , 2016 |
Descrizione fisica | 1 online resource (XVI, 474 p. 133 illus., 85 illus. in color.) |
Disciplina | 003.3 |
Collana | Translational Systems Sciences |
Soggetto topico |
Game theory
Social policy Game Theory Social Policy Game Theory, Economics, Social and Behav. Sciences |
ISBN | 981-10-0575-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: History, Theory and Methodology -- 1. The Origins of Board Games and Ancient Game Boards -- 2. Bending Time – Using Simulation to Warp Perceptions of Time For Learning Purposes -- 3. Eat the Cabbage, Kill the Wolf. When a Game Becomes a Useful Tool for the Simulation of Communication, Information and Decision Making Processes -- 4. Live-Action Roleplay; or the Performance of Realities -- 5. Participants’ Perceptions of Gaming Simulation -- 6. Ecological Psychology – A Framework for Wargame Design -- Part II: Classroom Fields -- 8. Simulation and Gaming in Virtual Language Learning Literacy -- 9. Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies -- 10. Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-based Learning in Mathematics -- 11. Understanding the History of International Politics- A Retrospective and Repeated Type of Gaming and Simulation in the Classroom -- 12. Gamification in Education: “American Dream” Game -- Part III: Business Fields -- 13.Japanese CreativeServices and Its Competitive , Value Co-operation Process -- 14. Implementaion Model for the Gamification of Business Processes: A Study from the Field of Material Handling -- 15. ColPMan: A Serious Game for Practicing Collaborative Production Management -- 16. Massively Multiplayer Online Games as Information Systems Implications for Organizational Learning -- 17. An Experiment: An International Comparison of the Decision- Making Process Using a Business Game -- 18. Experiential Artefact for Cross- Cultural Learning in Business Games: First Results -- Part IV: Policy and Planning Fields -- 19. Urban Planning Games and Simulations: From Board Games to Artificial Environments -- 20. Between Game and Reality: Using Serious Games to Analyze Complex Interaction Processes in Air Traffic Management -- 21. Gaming Simulation Hybrids in the Railway Domain: How Games Impact the Volatility of Innovation Processes -- 22. A Feasbility Study of Land Readjustment Projects in Afganistan by Developing and Applying Gaming Simulation -- 23. Development of SASKE-NABLE: A Simulation Game Utilizing Lessons from the Great East Japan Earthquake -- 24. A Simulation of Economic Loss Impact and Recovery: A Case Study of Shima City Assuming Nankai Trough Earthquake -- Part V: Emerging Research Fields -- 25. Environmental Education by Playing an Industrial Waste Game: A Comparison between Chinese, Korean, and Japanese University Students -- 26. Even Unreliable Information Disclosure Makes People Cooperate in A Social Dilemma: Development of the “Industrial Waste Illegal Dumping game” -- 27. Cormas, an Agent-Basedsimulation Platform for Coupling Human Decisions with Computerized Dynamics -- 28. The Fab Safe Game Preparing Fab Labs and Maker Spaces for Occupational Health and Safety -- 29. Knowledge Brokers in Action: A Game Based Approach for Strengthening Evidence- Based Policies -- 30. Simulation of an Organization as a Complex System: Agent – Based Modeling and a Gaming Experiment for Evolutionary Knowledge Management. |
Record Nr. | UNINA-9910254883603321 |
Singapore : , : Springer Singapore : , : Imprint : Springer, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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