» » The Magic Circle: Principles of Gaming & Simulation: Third and Revised Edition (Modeling and Simulation for Learning and Instruction)

Download The Magic Circle: Principles of Gaming & Simulation: Third and Revised Edition (Modeling and Simulation for Learning and Instruction) fb2

by J. Klabbers
Download The Magic Circle: Principles of Gaming & Simulation: Third and Revised Edition (Modeling and Simulation for Learning and Instruction) fb2
Psychology
  • Author:
    J. Klabbers
  • ISBN:
    9087900066
  • ISBN13:
    978-9087900069
  • Genre:
  • Publisher:
    Sense Publishers; 3rd ed. edition (October 1, 2006)
  • Pages:
    380 pages
  • Subcategory:
    Psychology
  • Language:
  • FB2 format
    1589 kb
  • ePUB format
    1874 kb
  • DJVU format
    1344 kb
  • Rating:
    4.6
  • Votes:
    390
  • Formats:
    lrf docx mobi rtf


Gaming has been part of social structures since the Mill Game was played by the early Egyptians.

Gaming has been part of social structures since the Mill Game was played by the early Egyptians.

Modeling and Simulation for Learning and Instruction, Volume: 1. Author: Jan . The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players.

Principles of gaming & simulation. 3. Interactive learning through gaming 59. PART II: PRINCIPLES. II. Table of contents. 1. Kaleidoscopic perspective on game, play, and simulation 1. 2. The gaming landscape in the 20th century 25. 4. Theory of gaming: A complexity science approach 99. 5. Gaming methodology: views on model building 131. 6. Game science: what sort of science is it? 169. 7. Evaluation methodology 201.

Dr. Klabbers’ work in gaming and simulation dates back to the 1960s. Gaming has been part of social structures for a long time; the Mill Game was played by the early Egyptians, and gaming was mentioned by Sun Tsu in the fifth century BC when discussing a two-person zero-sum game.

The Magic Circle book. Goodreads helps you keep track of books you want to read

The Magic Circle book. Goodreads helps you keep track of books you want to read. Start by marking The Magic Circle: Principles of Gaming & Simulation, Modeling and Simultations for Learning and Instruction as Want to Read: Want to Read savin. ant to Read. See a Problem? We’d love your help.

The Magic Circle: Principles of Gaming & Simulation. The Magic Circle: Principles of Gaming & Simulation. While much has been written about models and simulations, little has been written about the underlying instructional design principles and the varieties of ways for effective use of models and simulations in learning and instruction.

The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players

Modeling and simulations for learning and instruction.

Modeling and simulations for learning and instruction. Modeling and simulations for learning and instruction. Jan H. G. Klabbers KMPC, The Netherlands.

Simulation & Gaming Yearbook. Interactive Learning through Gaming and Simulation, vol. 11, pp. 243–247. Edinburgh University Press (2003)Google Scholar. Simulation and Games for Strategy and Policy Planning, vol. 7, pp. 16–33. Kogan Page, London (1999)Google Scholar. A framework for artifact assessment and theory testing. The Magic Circle: Principles of Gaming and Simulation, 3rd edn. SensePublishers, Rotterdam (2009).

Discrete Event Modeling and Simulation presents a practical approach focused on the creation of. .The book introduces the CD++ tool, an open-source framework that enables the simulation of discrete-event models.

Discrete Event Modeling and Simulation presents a practical approach focused on the creation of discrete-event applications. After setting up the basic theory of DEVS and Cell-DEVS, the author focuses on how to use the CD++ tool to define a variety of models in biology, physics, chemistry, and artificial systems. They also demonstrate how to map different modeling techniques, such as Finite State Machines and VHDL, to DEVS.

The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.

Quphagie
This book is the most comprehensive review of the subject by one of the field's experts--and comprehensive is probably an understatement. Klabbers uses an interdisciplinary approach to describe the gaming landscape in his first three chapters--Gaming: meaning play (a voluntary activity), games, and simulations (forms of play with one or more players with roles, rules, and a goal). The third chapter extensively reviews interactive learning through gaming. Gaming has been part of social structures since the Mill Game was played by the early Egyptians. Gaming was mentioned by Sun Tsu in the fifth century BC when discussing a two-person zero-sum game. Chapters four to seven address the game designer and the design-science of gaming. Chapters eight to 11 are large-scale case studies involving gaming and interactive dynamics, human capital, policy options for climate change, and management. This is a handy book (6×9 inch, 380 pages), but when I first looked at it, I was struck by the small font and the fact that the figures are readable only with my magnifying glasses. This book should be essential reading for business researchers interested in gaming and simulation to support learning and instruction.
Crazy
This is an incredibly comprehensive review of gaming and simulation. And by review I mean review of their fundamental nature -- why they have meaning, why they work so well as teaching and learning tools, and how they can best be used by both academics and practitioners. Klabbers provides his own keen insights and also provides ample evidence from the learning sciences to fortify his overview. For years his journal articles have provided new perspectives through which to understand these environments -- now all of this is captured in one place. For more information see this interview with the author on the subject of simulations in general and his book:
[...]