Planspiel-Literaturdatenbank des ZMS
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2019
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(2019) : From Warsaw to Helsinki. National identity politics in Finnish and Polish educational board games in the mid-19th century In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 499-500
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(2019) : Mobilise Innovation (Mobinn): A playful Approach applied to the Transport and Logistics Sector In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 468-479
2018
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(2018) : Simulating complex policy interventions in a ,simple' boardgame In: Hühn, Christian; Schwägele, Sebastian; Zürn, Birgit; Bartschat, Daniel; Trautwein, Friedrich (Hg.): Planspiele - Interaktion gestalten: Über die Vielfalt der Methode: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 25-41
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(2018) : Development of BASE Manufacturing Business Board Game In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 34-40
Abstract: The authors developed a board business game of manufacturing
called BASE Manufacturing Game (BMG) to provide an opportunity to learn
business for engineers. The purpose of development includes management,
accounting, and to increase learner's motivation for further studies. By using
Questionnaires, the authors proved incredible teaching effectiveness. BMG is a
standard for following BASE business games and authors have been continuing
board development in Japan and Thailand. -
(2018) : Maritime Spatial Planning - A Board Game for Stakeholder Involvement In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 58-66
Abstract: The Maritime Spatial Planning (MSP) Challenge game: Short Sea
Shipping (SSS) Edition is a table-top strategy board game, designed for
policy-makers and stakeholders involved in MSP, short-sea shipping and the
Blue Economy. It is a "serious game', allowing the development of a better
understanding of the issues involved in MSP through creative and imaginative
role playing, taking into account the relevant professional and personal experience
of the players. The authors present and discuss the use of the MSP
Challenge board game to test how, and to what extent, the concept can help
stakeholders understand Maritime Spatial Planning. -
(2018) : Attitude Measurement with Board Games in Transportation Nodes In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 148-157
Abstract: Transportation systems are complex yet vital infrastructures. Different
stakeholders have to work together to guarantee the most efficient traffic
of humans and goods. Challenges that stakeholders face in such infrastructure
systems, like divergent interests and attitudes, make it hard to predict behaviour.
To understand the complex systems including the behaviour of the stakeholders,
it is relevant to model decision-making processes. For this reason, simulation
games were developed. The present article focuses on two different case studies.
Both are studies in which board games were used. After explaining each case
study, a comparative section follows to give an overview about advantages and
disadvantages of the use of board games in the transportation sector. -
(2018) : Assessment of Hybrid Board Game-Based Learning Outcomes Using the Beatty Theoretical Framework In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 161-172
Abstract: Hybrid board games draw benefits from both the digital and physical
worlds. They increase social interaction and provide an enjoyable, seamless
experience. Nevertheless, hybrid artefacts do not fit snugly into established
game genres, leading to ambiguity regarding the selection of measurement tools.
To address this challenge, a video game assessment framework, as outlined in
Beatty (2014), was selected. It has a generic template, four dimensions with their
respective templates (macro-level, micro-level, builder meta-level and social
meta-level) and two feedback loops. This framework was applied from April to
August 2016 in Kenya, to assess the learning outcomes of the Nzoia WeShareIt
game. Results indicate that the framework could provide a solution for assessing
hybrid board games, subject to some adjustments, as outlined in this paper.
Future work may entail application of the framework, in other drainage basins.Keywords: complexity, Game-based, Assessment, Theoretical, Board, science, Digital, Learning, Framework, games, hybrid
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