Planspiel-Literaturdatenbank des ZMS
2023
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(2023) : Artificial Intelligence meets Serious Gaming In: Klein, Maike; Krupka, Daniel; Winter, Cornelia; Wohlgemuth, Volker (Hg.): INFORMATIK 2023 Designing Futures: Zukünfte gestalten, S. 437-438
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(2023) : Sustainability through Simulation Games? Towards Designing a Research Agenda for Transformational Learning In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 10-19
Abstract: Learning sustainability is closely linked with transformational competencies. Exploring formats and corresponding experiential methods are conducive to acquiring sustainability-related competencies. Simulation games are formats involving elements of experiential learning and qualifying for simulated realities of sustainable transformation. Research designs addressing experiential learning for sustainability are to adopt their logic and inherent principles. Considering simulation games in a paradigmatic way enables realizing their transformational potential for learning sustainability. This contribution advocates establishing a research design for experiential learning through simulation games driven by grounded theory, and embedded into an analytic and systematic reflection on teaching and learning.
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(2023) : Leading Change for Sustainability - Business: Preliminary Evaluation of a Sustainability Simulation for Management Education In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 95-105
Abstract: Simulations are among the active learning strategies advocates have claimed as well-suited for teaching and learning about sustainability challenges and solutions. Recent reviews of research have, however, identified a need for simulations that address a broader range of sustainability issues. This is also the case in management education, where the predominant paradigm focuses on traditional shareholder value-based conceptions of corporate responsibility. This article presents the new sustainability-oriented, online computer simulation, Leading Change for Sustainability-Business. The authors present preliminary evaluation data from a study of 87 students who learned with the simulation in a Master of Management program in Thailand. Data analyses focus on student's engagement with the simulation and their perceptions of its efficacy as an online learning tool. The relevance of this research was enhanced due to the fact that the study was conducted during the COVID-19 pandemic when all university courses were executed in a fully online learning mode. Initial results support the efficacy of the Leading Change for SustainabilityBusiness simulation as a helpful tool for learning how to apply knowledge of change management to the challenges of corporate transformation for sustainability. More broadly, the results affirm the viability of simulation-based learning when used in a fully online mode of instruction at the university level.
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(2023) : Gaming Simulation Design to Learn Best Mixes of Power Sources In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 149-162
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Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.) (2023): Simulation and Gaming for Social Impact. Cham: Springer International Publishing (Lecture Notes in Computer Science)
Beiträge zu diesem Sammelband:- Alf, Trautwein 2023 – Simulation Games on Sustainability
- Belter, Wu et al. 2023 – Exploring the Use of Immersive
- Chen, Hoogerwaard et al. 2023 – Resto Quest
- Freese, Bekebrede 2023 – About Dinosaurs in Laboratories
- Freese, van Vliet 2023 – Stop Work: Serious Games
- Hamada, Yusa et al. 2023 – Gaming Simulation Design to Learn
- Kuipers, Kleiman et al. 2023 – Reducept VR
- Masek 2023 – How Playfulness Can Enable Greater
- Monfort, Becu et al. 2023 – Feedback on a Territory-Responsive Participatory
- Rengarajan, Cannon et al. 2023 – Measuring the Interaction of Conflict-Minimizing
- Trautwein, Alf 2023 – Theory-Based Development of an Inventory
- Ueno, Takahashi 2023 – Quantitative Analysis of Conflict-of-Interest Structures
- Yu, Ibasco et al. 2023 – A Moderated Mediation Analysis
- Zeiner-Fink, Bullinger et al. 2023 – Learning Effects and Acceptance
- Zhang, Chen 2023 – Design Consideration of an Educational
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(2023): Research on the occurrence of informal communication in the use of metaverse in academic events. Bachelor Thesis
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(2023) : Development of Car Insurance Game In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 68-77
Abstract: We receive enormous benefits from automobiles, but at the same time, we can cause accidents or be the victims. The accident risk is huge, and most people cannot afford to pay for it personally, so most drivers subscribe to car insurance, but most placeholders don't understand the rules. Car Insurance Game (CIG) is a gaming simulation in which players role their lives as drivers for ten years. It follows the grade system, a characteristic idea of the Japanese automobile insurance system. Players must decide whether to use their insurance, accept a premium increase for the following years, or compensate themselves. In two-way accidents, they also match with the other party over the responsibility ratio. Throughout these processes, participants will understand the significance of automobile insurance and will be able to act correctly in the event of an accident in the future.
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Klein, Maike; Krupka, Daniel; Winter, Cornelia; Wohlgemuth, Volker (Hg.) (2023): INFORMATIK 2023 Designing Futures: Zukünfte gestalten. Gesellschaft für Informatik e.V.
Beiträge zu diesem Sammelband: -
(2023) : Mirrors in Smog City - A serious game to assess collaboration potential In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 106-117
Abstract: Collaboration is a critical factor for a team to be successful. Current practices to measure collaboration potential include methods that are outdated, cumbersome or error prone, and therefore often inapplicable in many settings. Games have been increasingly applied to assess a variety of skills and the popularity of multi-player games makes them a strong alternative for measuring the collaboration potential of a team. We propose Mirrors in Smog City, a novel serious game in which the final score is explicitly conceived as a proxy for the collaboration potential of the players. This multi-player collaborative game is designed for simplicity and accessibility, so that it can be used by very diverse teams in many settings, with minimal on boarding. Although the current prototype still needs a thorough evaluation, our preliminary assessment has concluded that the current design seems to be well-suited for assessing the collaboration potential of its players. Apart from the small sample size, a thorough evaluation will also need to include a benchmark with an objective and, if available, standardized method for assessing collaboration potential.
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(2023) : Reducept VR: The Importance of a Design Rationale for the Immersiveness of a Virtual Reality Game to Support Chronic Pain Treatment Effectively In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 165-170
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(2023): Social interaction as a lever for the transformation of food practices: a multi-method approach at the territorial scale. Doctoral Thesis
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(2023) : How Playfulness Can Enable Greater Understanding of Game-Based Adult Mental Health Interventions In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 171-184
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(2023): Der Einsatz von Planspielen im sozialwissenschaftlichen Unterricht. Wiesbaden: Springer Fachmedien Wiesbaden
DOI: https://doi.org/10.1007/978-3-658-43394-9 Abstract: Im vorliegenden Buch wird der Einsatz von Planspielen im sozialwissenschaftlichen Unterricht untersucht. Mit Hilfe eines Websurveys wurden Lehrkräfte, die an hessischen Sekundarschulen den Politikunterricht durchführen, befragt. Als innovatives Lehr-Lern-Arrangement werden Planspielen multidimensionale Lerneffekte zugeschrieben, die mit Blick auf die elementare Bedeutung von Mündigkeit gerade für den Politikunterricht fruchtbar gemacht werden können. Die Methode kann helfen, sich (gesellschafts-)politische Themen, Strukturen und Prozesse sowie zentrale Kompetenzen anzueignen. Entsprechend relevant ist es, Grundlegendes über die Verwendung von Planspielen im Politikunterricht zu erfahren – so wird der Methode einerseits eine große Passung zugeschrieben, während ihr Einsatz, bislang empirisch nicht fundiert, andererseits als gering betrachtet wird. Folglich wird in der vorliegenden Studie die Frage bearbeitet: Inwiefern kommen Planspiele im sozialwissenschaftlichen Unterricht zum Einsatz? Es werden Merkmale des Planspieleinsatzes sowie etwaige (Hinderungs-)Gründe beleuchtet.
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(2023): Der Einsatz von Planspielen im sozialwissenschaftlichen Unterricht. Eine Erhebung an hessischen Sekundarschulen. Doctoral Thesis
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(2023) : Feedback on a “Territory-Responsive” Participatory Simulation on Coastal Flooding Risk Applied to Two Case Studies in France In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 99-120
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(2023): Social reception of coastal flooding risk management strategies: a participatory simulation evaluation approach applied to metropolitan French coastlines. Doctoral Thesis
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(2023): Team Development for the Virtual Workspace: The Role of Debriefing in Experience-Based Learning - a case study. Master Thesis
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(2023) : Exploring the Pitfalls of Participatory Processes for a Just Energy Transition through Serious Gaming In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 132-141
Abstract: Designing local energy transitions is becoming an important question for local governments all around Europe. Negative perceived impacts of energy projects on local communities have frequently sparked opposition. Citizen resistance is often fed by feelings of recognition, distributive or procedural injustice. To give policymakers insight into these, (hidden) injustices, we designed the “Just Solar Panels” serious game. The game aims to make players experience how it feels to be participating in a participatory process from the perspective of different archetypes. The player are expected to balance daily personal tasks, needed to stay happy with processing and acting upon municipal information in a limited amount of time. The stated aim is to maximise points that represent general wellbeing The roles and tasks are designed in a way that are unfair in a non-obvious way. This mimics reality where citizens with the same information and opportunities to participate may not be able to do so because of systemic injustices. The game was played in three sessions with students, academics and industry and policy experts. The debrief was focused on eliciting experienced inequalities between players in the game and relating these to reality. The game successfully allowed players to experience injustices and relate these to reality, increasing their understanding of how seemingly just participatory processes can be unjust. In the future, the game should be further developed to enhance its use as a tool for learning and building capacity for change in organizations towards a more just local energy transition.
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(2023) : Measuring the Interaction of Conflict-Minimizing and Goal-Seeking Motor Imperatives in Autism Spectrum Disorder In: Harteveld, Casper; Sutherland, Steven; Troiano, Giovanni; Lukosch, Heide; Meijer, Sebastiaan (Hg.): Simulation and Gaming for Social Impact, 13622: Cham: Springer International Publishing (Lecture Notes in Computer Science), S. 185-198
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(2023) : M&A gamification scheme for acknowledging value of digital operation know-how as human capital intangibles In: Becu, Nicolas: Simulation and Gaming for Social and Environmental Transitions: Proceedings of the 54th Conference of the International Simulation and Gaming Association, S. 78-87
Abstract: The digital revolution has created many intangible assets that are difficult to value. Human capital includes the skills, knowledge and experience that employees possess. However, the attribution of human capital to employees is ambiguous, leading to accounting distortions. This paper makes people aware of intangible human capital such as digital know-how, and proposes an M&A gamification tool as a stand-alone human capital valuation method. It is a quasi-negotiation of a business debate in which the sell-side and the buy-side each present a "strategic FCF" that is advantageous to their own side, claiming and disproving it. You can learn how to change to a negotiation axis that is advantageous to your own team. Stage 1 uses a business plan simulator to develop negotiation strategies, and Stage 2 plays an M&A negotiation game. More than 50 negotiation cards will help you spark a bargaining idea. We aim to improve M&A negotiating power by repeating pseudoM&A negotiations. Finally, use the scorecard to analyze your negotiation skills. You can clarify the strengths and weaknesses of your bargaining power and improve it. In addition, it is possible to calculate the single value of specific human capital using the green field method, and it is possible to propose a method for evaluating digital intangibles in the Web 3.0 era. In this research, we applied a gamification approach that provides "learning that never gets boring," "enjoyable learning," "exciting learning," and "acquisition of living knowledge," even for difficult themes.
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(2023): Politiksimulationen im Kontext des digitalen Transformationsprozesses - Eine Analyse des Beitrags digitaler Politiksimulationen zur Kompetenzvermittlung für zunehmend "digitale Politik". Masterarbeit. Universität Duisburg-Essen