Planspiel-Literaturdatenbank des ZMS
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2018
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(2018): Simulations of Decision-Making as Active Learning Tools. Design and Effects of Political Science Simulations. Schweiz: Springer International Publishing AG 2018
Abstract: This volume brings together both political and educational scientists. While educational research literature has so far not systemically addressed the tool of simulations of decision-making, political scientists have hardly used insights from research on assessment or non motivation and interest of students. ...
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(2018) : A Framework for Developing Multi-Layered Networks of Active Neurons for Simulation Experiments and Model-Based Business Games Using Self-Organizing Data Mining with the Group Method of Data Handling 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. 191-199
Abstract: Artificial Neural Networks make it possible to develop faster modelbased
business games, but in general, they are neither easy to develop nor easy
to understand. This paper presents a highly automated framework for developing
Multi-Layered Networks of Active Neurons for simulation experiments and
model-based business games using self-organizing data mining with the Group
Method of Data Handling. It discusses some of the results from international
research done in Europe, Australia, and most recently at Walla Walla University
in College Place, Washington, USA.Keywords: Data, Group, Active, Handling, (MLNAN), (ANNs), Neurons, Business, Networks, Artificial, of, Multi-Layered, Simulations, Method, Model-based, games, Neural, (GMDH) -
(2018) : Knowledge Management of Games for Decision Making 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. 24-33
Abstract: Games for decision making have developed into a powerful
tool for corporations. Irrespective of their size, corporations have been
increasingly using these games in order to evaluate and ascertain impactful
business decisions and strategies. Despite their proven added value
to the decision making process, there is still lack of research on whether,
and if so how, these games can be used by researchers and practitioners
to build evidents on systems' behavior, as part of a larger scheme. To
this effect, this paper proposes a framework to determine the different
artifacts of games that should be logged and stored for future use. 2006
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(2006): Computer gaming and interactive simulations for learning: A meta-analysis. In: Journal of Educational Computing Research (3), S. 229-243. Online verfügbar unter https://www.researchgate.net/profile/Michelle_Wright3/publication/233742169_Computer_gaming_and_interactive_simulations_for_learning_A_meta-analysis/links/0912f50be3158c6f20000000/Computer-gaming-and-interactive-simulations-for-learning-A-meta-analysis.pd
1992
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(1992): Using Games for Debriefing. In: Simulation & Gaming 23 (2), S. 161-173. DOI: 10.1177/1046878192232004
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