Gaming, Simulation and Innovations: Challenges and Opportunities [electronic resource] : 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6-10, 2021, Revised Selected Papers / edited by Upinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch.
Material type:
TextSeries: Lecture Notes in Computer Science ; 13219Publisher: Cham : Springer International Publishing : Imprint: Springer, 2022Edition: 1st ed. 2022Description: XI, 297 p. 79 illus., 51 illus. in color. online resourceISBN: - 9783031099595
- 004.6 23
| Item type | Current library | Call number | Materials specified | Status | Date due | Barcode | Item holds | |
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E-Books
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National Library of India Online Resource | 004.6 (Browse shelf(Opens below)) | Available | EBK000036222ENG |
Game Design and Facilitation -- Bring Joy to Gamers: Adding Renewable Energy Alternative through Sustainable Development Indicators -- The Effects of Structured Instruction on Team Performance -- Facilitated Tabletop Games in a Mediated Environment -- Facilitating Training Simulations for Health Emergency -- Factors and Attributes of Team Players: A Study of Engineering Students in India -- Intercultural Dialogue through Simulation and Virtual Exchange in Education -- Gaming in Education -- The Co-Design of Educational Video Games -- Reframing the Boundaries of Experiential Education Using Cynefin Domains -- Experimental Research: Simulations and Serious Games for Sustainability -- Frame Game as Teaching Methodology in Higher Education: the case of RElastiCity -- "Risk Management can actually be Fun" - Using the Serious Cards for Biosafety Game to Stimulate Proper Discussions about Biosafety -- Social Economy: A Simulation Game in Model Social Enterprises.
This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6-10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.
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