Planspiel-Literaturdatenbank des ZMS
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2024
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(2024): Interactive Technique for Learning: Bookbaby
Abstract: Everyone is sold on the need to 'engage' learners through the learning process. But, many think just playing games, having fun, and ensuring participants have a great time translates into effective learning. There's more to it than that! For decades now Thiagi has shown us how to use instructional games and simulations to facilitate learning. Interactive Techniques for Learning is the culmination of that work, in partnership with his long-time disciple and business partner, Matt Richter. Together, with Esther Richter, they provide the processes and methods that enable Thiagi's activities to work. They explore: 1. An overview of the learning process and how it happens. 2. What instructional games and simulations are and how to use them effectively 3. How to create more intrinsically motivating learning environments 4. How to choose which activity to use 5. ?How to debrief an activity 6. How to evaluate both the activity and the overall learning program 7. ?Conducting and modifying activities 8. Their instructional design principles and procedures 9. ?The differences between training, facilitation, and facilitative training 10. And more Then, as one might expect from the man himself, you get 60 activity protocols categorized into 11 different interactive strategies. Some are oldies, but goodies, updated for the 21st century. Others are brand spanking new.
2019
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(2019) : Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game 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. 26-41
2014
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(2014) : The Impact to Business Simulations as a Teaching Method on Entrepreneuerial Competencies and Motivation - A Review of 10 Years of Evaluation Research in Entrepreneurship Education In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 187-197
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(2014) : Using Gamification to Enhance Staff Motivation in Logistics In: Meijer, Sebastiaan; Smeds, Riitta (Hg.): Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, Workshop on Experimental Interactive Learning in Industrial Management: ISAGA-Conference 2013: Stockholm, Heidelberg: Springer, S. 206-213
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(2014): Design-Based Research im Naturwissenschaftlichen Unterricht. Das motivationsfördernde Potenzial situierter Lernumgebungen im Fokus. In: Psychologie in Erziehung und Unterricht 61 (1). Online verfügbar unter https://www.researchgate.net/profile/maximilian_knogler/publication/262344949_design-based_research_im_naturwissenschaftlichen_unterricht._das_motivationsfrdernde_potenzial_situierter_lernumgebungen_im_fokusKeywords: vironment, Naturwissenschaft, Schule, situated, Wert, of, Education, Motivationsförderuenng, Lernumgebung, Design-based, science, value, Unterricht, Learning, Research, der, Motivation, naturwissenschaftlicher, Planspiel
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(2014) : What Makes Simulation Games Motivating?. Design-Based Research on Learners' Motivation in Simulation Gaming In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 150-161
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Kriz, Willy C. (2014): The Shift from Teaching to Learning. Individual, Collective and Organizational Learning through Gaming Simulation. Bielefeld: W. Bertelsmann Verlag
Keywords: Proceedings, Konferenz, Evaluation, Logistik, Krisenmanagement, Debriefing, Partizipation, ISAGA, Design, Motivation, ManagementBeiträge zu diesem Sammelband:- Angelini, Garcia-Carbonell et al. 2014 – Student Perceptions of Gain
- Auchter, Kriz 2014 – The Impact to Business Simulations
- Azhari, Raghothama et al. 2014 – A Design and Implementation
- Bergmann 2014 – Flexible and User-Oriented Development
- Chasteen 2014 – Simulation for Strategy Courses
- Feng, Riedel 2014 – The Knowledge Creating Process
- Frank 2014 – The Instructor Role during Educational
- Geithner, Menzel et al. 2014 – Team processes in interdisciplinary projects
- Jakubowski 2014 – Designing Gamified Course for Students
- Junkichi 2014 – Using the Stakeholders Simulation Game
- Karl 2014 – Developing Market Analysis Models Based
- Kikkawa 2014 – Role of Play
- Kitani, Hasebe 2014 – The Influence of Formal Mindsets
- Knogler, Lewalter 2014 – What Makes Simulation Games Motivating
- Koops, Verheul et al. 2014 – Comparing Learning Gain and Flow
- Kurapati, Groen et al. 2014 – Microgames in Practice
- Lo, Meijer 2014 – The Debriefing of Research Games
- Mallon 2014 – Townlands: Designing an Online Game
- Mizuyama, Yamamiya 2014 – A Prototype Prediction Market Game
- Sakonnakron, Rizzi 2014 – Conceptualizing the Essential Role
- Tan 2014 – GamEducation
- Teach, Teach 2014 – Fundamentals of Game Design
- Tipton, Leigh 2014 – What Is Being Simulated
- Titton 2014 – The Relation Between Individual
- Toyoda, Kanegae et al. 2014 – Gaming Simulation for Community-Based Disaster
- Wardaszko 2014 – Hotel Stars
- Wechselberger 2014 – Genuine Guitars and Game Enjoyment
- Wolfe 2014 – Regulatory Focus Insights Into Business
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(2014) : Regulatory Focus Insights Into Business Game Engagement In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 133-147
2010
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(2010): Unternehmensplanspiele im industriebetrieblichen Hochschulstudium. Analyse von Kompetenzerwerb, Motivation und Zufriedenheit am Beispiel des Unternehmensplanspiels TOPSIM-General Management II. 1. Hohenheim: Gabler
2009
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(2009) : Gameplay Design Patterns for Motivation In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 169-172
2004
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(2004) : Intrinsic Motivation and Game Design 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, S. 354-362
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(2004) : Games, Motivation, and Adult Learners 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, S. 302-310
2003
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(2003): Simulationen. Mehr Motivation am "Lernort Wirklichkeit". In: Personalentwicklung (4). Online verfügbar unter fileadmin/Redaktion/Planspielplus/Literatur/2003/Rathert_2003_Simulationen.pdf
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