↓ Skip to main content

Neo-Simulation and Gaming Toward Active Learning

Overview of attention for book
Cover of 'Neo-Simulation and Gaming Toward Active Learning'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Introducing Arrival City Game for Neighborhood Diversity
  3. Altmetric Badge
    Chapter 2 Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction
  4. Altmetric Badge
    Chapter 3 HalluciFear: Educational Game About Drug Addiction
  5. Altmetric Badge
    Chapter 4 A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care
  6. Altmetric Badge
    Chapter 5 A Simulation Game of Patient Transportation
  7. Altmetric Badge
    Chapter 6 A Simulation Game for Anticipatory Scheduling of Synchromodal Transport
  8. Altmetric Badge
    Chapter 7 From Discussions to Games: Facilitating Interactions Between Experts from Aviation and Humanitarian Aid
  9. Altmetric Badge
    Chapter 8 3D Periodic-Sugoroku Game for Active Learning of the Periodic Table
  10. Altmetric Badge
    Chapter 9 A Business-Simulation Game to Teach How to Comprehend Financial Statements
  11. Altmetric Badge
    Chapter 10 Co-creating Prototype Improvement Using Participatory Design on the Development of a Serious Game in Financial Literacy Skills
  12. Altmetric Badge
    Chapter 11 Augmented Reality in Finance Learning Games
  13. Altmetric Badge
    Chapter 12 Learning Efficacy Among Executives and Students of an Organizational Growth Game
  14. Altmetric Badge
    Chapter 13 Business Game Promoting Supply Chain Collaboration Education at Universities
  15. Altmetric Badge
    Chapter 14 How Can We Ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® Blocks
  16. Altmetric Badge
    Chapter 15 Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector
  17. Altmetric Badge
    Chapter 16 Disrupting Traditional Business Studies Testing by Internet-Based Simulation Game
  18. Altmetric Badge
    Chapter 17 Methodology for Environmental Learning Based on Material Flow Diagram of Green Multidimensional Bookkeeping System
  19. Altmetric Badge
    Chapter 18 Board Game for Collective Learning on Green Roof Ecosystem Services
  20. Altmetric Badge
    Chapter 19 Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables
  21. Altmetric Badge
    Chapter 20 Agent-Based Gaming for Two-Sided Electricity Markets
  22. Altmetric Badge
    Chapter 21 Using Role-Play Game for Active Learning to Solve Water Inequity
  23. Altmetric Badge
    Chapter 22 Gaming Simulation as a Tool of Problem-Based Learning for University Disaster Education
  24. Altmetric Badge
    Chapter 23 A Study on Gaming of Participatory Evacuation Planning in Tourist Areas Using Agent Simulation
  25. Altmetric Badge
    Chapter 24 A Study on the Effect of ‘Information Mismatch’ Simulation on Victims’ Quality of Life and Sense of Place in the Post-disaster Period
  26. Altmetric Badge
    Chapter 25 Empirical Studies on the Role of Matchmaking in Mobile Esports Player Engagement
  27. Altmetric Badge
    Chapter 26 Learning via AI Dolls: Creating Self-Active Learning for Children
  28. Altmetric Badge
    Chapter 27 Virtual Reality for Active English Learning in the University Context
  29. Altmetric Badge
    Chapter 28 Research on User Experience in Risk Management: Alternate Reality Game
  30. Altmetric Badge
    Chapter 29 Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management
  31. Altmetric Badge
    Chapter 30 Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer
  32. Altmetric Badge
    Chapter 31 A Study About the Changes of Participants’ Impressions Through a Brainstorming Group Work
  33. Altmetric Badge
    Chapter 32 Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge
  34. Altmetric Badge
    Chapter 33 Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People
  35. Altmetric Badge
    Chapter 34 For Gaming-Based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in a Japanese Rural Area
  36. Altmetric Badge
    Chapter 35 Wadakamari Gaming Which Promotes Players’ Viewpoint Switching in Consensus Building
  37. Altmetric Badge
    Chapter 36 Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn About and Empathize with Hikikomori in Japan
  38. Altmetric Badge
    Chapter 37 Hooshmand: Intelligence and Emotion Entangled in a Simulation Game
  39. Altmetric Badge
    Chapter 38 Self-Esteem Building Activity: Personality Development of Thonburi University Students
  40. Altmetric Badge
    Chapter 39 City of Emotions: Case Studies for a Broader Scope of Intervention
  41. Altmetric Badge
    Chapter 40 Emerging Hope After Disaster: The Parcobaleno Project
  42. Altmetric Badge
    Chapter 41 Developing a Cohesive Active Learning Approach by Integrating Theoretical Case Studies and Practical Problem-Based Learning Principles
  43. Altmetric Badge
    Chapter 42 Physical and Mental Environments for Simulation and Gaming: The Facilitator’s Role as a Designer of Environments
  44. Altmetric Badge
    Chapter 43 The Context Dependency of Four Persuasive Game Design Principles
  45. Altmetric Badge
    Chapter 44 Digital Versus Analogue Multiplayer Gaming: Comparing Learning Outcomes
  46. Altmetric Badge
    Chapter 45 Simulation Game Complexity Perception: An Approach to the Research Model
  47. Altmetric Badge
    Chapter 46 How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company
  48. Altmetric Badge
    Chapter 47 Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving
  49. Altmetric Badge
    Chapter 48 The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students
  50. Altmetric Badge
    Chapter 49 What Business Simulations Teach: The Effect of Debriefing
  51. Altmetric Badge
    Chapter 50 Gaming Simulation Validation: Matching Participants’ Worldviews with Their Decisions
  52. Altmetric Badge
    Chapter 51 Educational Gamification: Challenges to Overcome and to Enjoy
Overall attention for this book and its chapters
Altmetric Badge

Mentioned by

twitter
2 X users

Citations

dimensions_citation
4 Dimensions

Readers on

mendeley
10 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
Neo-Simulation and Gaming Toward Active Learning
Published by
Springer Singapore, September 2019
DOI 10.1007/978-981-13-8039-6
ISBNs
978-9-81-138038-9, 978-9-81-138039-6
Editors

Hamada, Ryoju, Soranastaporn, Songsri, Kanegae, Hidehiko, Dumrongrojwatthana, Pongchai, Chaisanit, Settachai, Rizzi, Paola, Dumblekar, Vinod

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 10 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 10 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 4 40%
Student > Ph. D. Student 1 10%
Professor > Associate Professor 1 10%
Student > Master 1 10%
Unknown 3 30%
Readers by discipline Count As %
Engineering 2 20%
Arts and Humanities 1 10%
Agricultural and Biological Sciences 1 10%
Business, Management and Accounting 1 10%
Immunology and Microbiology 1 10%
Other 1 10%
Unknown 3 30%