Planspiel-Literaturdatenbank des ZMS

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Treffer: 44
  • 2018

  • Leigh, Elyssebeth; Tipton, Elizabeth Jane (2018) : Transitions - From Deterministic to Probabilistic Learning Conditions. #NAME? 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. 181-190

    Abstract: When human beings congregate - whether in meetings, public places,
    urban environments or learning contexts - there is a need for management
    of the emotional content of the milieu. In many situations this is a personal and
    private task and its enactment does not intrude on others. In simulations this task
    is - to varying degrees - deferred to the facilitator. When simulations and
    game-based activities are used for social change purposes a specific set of
    (usually) unspoken assumptions must be identified and controlled for. This
    paper explores the role of the facilitator in regard to the knowledge and capabilities
    required to successfully engage the diversity of interests and embedded
    assumptions which shape and inform the actions of all those present (including
    themselves).

  • Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.) (2018): Simulation Gaming. Application for Sustainable Cities and Smart Infrastructures. 48th International Simulation and Gaming Association Conference, ISAGA 2017. Cham, Switzerland: Springer International Publishing AG

    Abstract: Simulation and gaming have proven their value in contributing to the analysis and
    design of so-called complex systems, such as the development of sustainable cities and
    smart infrastructures. Numerous examples of games about urban planning, intelligent
    transport systems, social cohesion, and other related themes have been developed,
    played, and studied in the past years. In the International Simulation and Gaming
    Association (ISAGA) Conference 2017, we aimed at taking the current state of affairs
    one step further and move toward a comprehensive theory of simulation games for
    sustainable cities and smart infrastructures. During the conference, which was held
    jointly by ISAGA and SAGANET (Simulation and Gaming Association The Netherlands),
    hosted by Delft University of Technology, science met practice, and many
    academic as well as practice-based games and concepts were presented and discussed.
    The result of the scientific contributions is presented in this LNCS book.
    The contributions to this book range from design thinking related to simulation
    gaming, the analysis of the consequences of design choices in games, to games for
    decision-making, examples of games for business, climate change, maritime spatial
    planning, sustainable city development, supply chain, and team work factors, up to
    games that facilitate (organizational) learning processes or are used for attitude measurement,
    and the use of VR technologies in games, not to forget the role of de-briefing
    in the game process.
    In the section "Design and Development," the focus is on the design process of
    simulation games. The articles show the importance of design choices and the influences
    of these choices on the game's effectiveness. They also highlight the role of the
    designer as well as the use of accepted design concepts and approaches. In the section
    "Planning and Policy," games are presented that serve as support tool for
    policy-making processes. The articles describe how stakeholders can be engaged in a
    decision-making process, and how games can facilitate the participation of and discourse
    between them. The perception of games as well as their use for (organizational)
    learning processes is discussed in the contributions in the section "Games and Simulations."
    Learner activation and individual value of games in learning processes are
    topics discussed along with concrete examples of games facilitating, e.g., knowledge
    development in the field of supply chain management. In the next section, we give
    room to the relatively new and yet underexplored field of "Games as Research
    Instruments." The contributions show how games can serve as research instruments
    themselves, and how they can be combined with other research measures in order to
    provide both a rich feedback to participants and researchers and a rigid research set-up
    for measurement of, e.g.. participants' attitudes in the transportation domain. Games
    that are used for learning processes are discussed in the last section, "Learning." The
    authors introduce theoretical concepts of games as a learning instrument, from
    assessment to conditions for learning, up to the role of de-briefing.
    Thus, the 20 selected articles discuss game methodologies for the design and
    research of and with games, applications of gaming to tackle the grand challenges of
    our society as well as to support learning processes and policy development, new
    insights in interface and interaction designs for games, and evaluated applications of
    games in real-world settings.
    The present collection of articles represents current advances in the field of simulation
    and gaming, which were presented and discussed at a very constructive and
    energetic conference in Delft, the Netherlands. The editors wish to thank all contributors
    to this book, reviewers of the articles, as well as all participants of the ISAGA
    2017 conference for adding to this important and still-growing field of research that is
    strongly related to its application domains. We also want to thank Maria Freese and
    Shalini Kurapati, who helped us process all contributions to the conference. We look
    forward to future exchanges and further advancements of our exciting field of research
    and design of simulation games!

    Beiträge zu diesem Sammelband:
  • 2016

  • Holzbaur, Ulrich (2016) : VAL-U: Development of an Educational Game for Entrepreneurship and Sustainability in and for Developing Countries In: Schwägele, Sebastian; Zürn, Birgit; Bartschat, Daniel; Trautwein, Friedrich (Hg.): Planspiele - Vernetzung gestalten: Forschungsergebnisse und Praxisbeispiele für morgen: Norderstedt: Books on Demand GmbH (ZMS-Schriftenreihe), S. 93-110

    Abstract: Planspiele können als Instrument zur Förderung von Existenzgründern und Kleinunternehmern und zur Bildung für Nachhaltige Entwicklung in Schwellenländern eingesetzt werden. Die Herausforderung liegt in der Anpassung an die jeweilige Trainingssituation und die Zielgruppe. In dem gemeinsamen Projekt der Central University of Technology, Bloemfontein, South Africa, und der Hochschule Aalen wurde das Konzept und das Planspiel entwickelt und die Umsetzung der Trainings geplant. Das Spiel hat sechs Hauptkomponenten, die sich an jeweiligen Konzepten von Werten orientieren. Das Projekt involvierte Stakeholder aus Hochschule, Wirtschaft und Gesellschaft und soll einen Beitrag zur sozioökonomischen und nachhaltigen Entwicklung in Südafrika leisten und gleichzeitig die Rahmenbedingungen und Erfolgsfaktoren des Planspieleinsatzes in Schwellenländern erforschen. Wir stellen die Grundlagen, das Konzept des Spiels, und die Planung zur Umsetzung des Planspiels vor.

  • 2012

  • Deenen, Rutger; Wenzler, Ivo; van Muijen, Sander (2012) : Development of Personal Leadership through Simulations In: Bielecki, Witold; Gandziarowska-Ziolecka, Jagoda; Pikos, Anna; Wardaszko, Marcin (Hg.): Bonds & Bridges: Facing the Challenges of the Globalizing World with the Use of Simulation and Gaming: ISAGA-Conference 2011: Warsaw: Poltext Ltd, S. 175-186
  • Kuvshinikov, Joseph (2012) : The Development and Use of a Simulation Platform to Foster Polish-American Sister City Entrepreneurial Business In: Bielecki, Witold; Gandziarowska-Ziolecka, Jagoda; Pikos, Anna; Wardaszko, Marcin (Hg.): Bonds & Bridges: Facing the Challenges of the Globalizing World with the Use of Simulation and Gaming: ISAGA-Conference 2011: Warsaw: Poltext Ltd, S. 287-292
  • van der Hijden, Pieter (2012): Gaming for Development. Building and Applying Gaming/Simulation in the Context of Developing Countries. In: Studies in Simulation & Gaming (22), S. 53-58
  • 2009

  • Ciuce, Catalina; Leigh, Elyssebeth; Kanegae, Hidehiko (2009) : The development of a frame-game designed for organizational change management processes In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 233-236
  • 2006

  • Gerasimov, Boris N. (2006) : Development of the professional skills of Russian managers on the base of intensive education a technologies In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 106-117
  • Koshiyama, Osamu; Suzuki, Hisatoshi; Terano, Takao (2006) : Proposing a Framework for Business Game Development In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 103-105
  • Lynch, Martin; Tunstall, Richard (2006) : Developing Simulation Case Studies for Higher Education In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 331-332
  • Mallon, Adrian; Mallon, Bride (2006) : Talk to the triangle. Developing a natural-language CALL tool In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 298-325
  • Tsuchiya, Noriko (2006) : The unexpected side-effect of games for vocabulary development in nursing context In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 293-294
  • 2004

  • Hansen, Hanja (2004) : Organizational and School Development. A Training for Headteachers In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA
  • Kriz, Willy C. (2004) : Gaming simulation in personnel and organizational development considering the evaluation of e/m-time® as an example In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA
  • Singer, Gerald; Tiefenthaler, Maria; Döllinger, Klaus; van Veelen, Henk (2004) : Team and organisation development for multicultural groups In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA
  • 2003

  • Blecic, Ivan; Cecchini, Arnaldo; Rizzi, Paola (2003) : MiMeSi: the idea of a frame game, an example and possible developments In: Percival, Fred; Godfrey, Hellen; Laybourn, Phyllis; Murray, Sarah (Hg.): Interactive Learning through Gaming and Simulation: The International Simulation and Gaming Yearbook: ISAGA-Conference 2002: Edinburgh
  • 2001

  • Joldersma, Cisca (2001) : New Developments in Simulation/Gaming In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
  • Kavtaradze, Dmitry; Bukvareva, Elena; Sidorenko, Vladimir (2001) : Econet1 - Simulation Game for Regional Sustainable Development Planning In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
  • Kriz, Willy C. (2001) : Human-Resource Development with Gaming and Simulation. Structure, Contents and Evaluation of a Training Program In: Rahnu, Leen: Bridging the Information and Knowledge Societies: ISAGA-Conference 2000: Tartu
  • Ruohomäki, Virpi (2001) : The WORK FLOW GAME. A Catalyst for Organizational Development and Learning In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis
  • Tsuchiya, Noriko (2001) : Vocabulary Development Using Gaming Activities: An Action Research at a Nursing School in Japan In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis, S. 79-85

    Keywords: Development, Gaming, Japan, ISAGA