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Autor Hamada, Ryoju |
Documentos disponibles escritos por este autor (2)



Neo-Simulation and Gaming Toward Active Learning / Hamada, Ryoju ; Soranastaporn, Songsri ; Kanegae, Hidehiko ; Dumrongrojwatthana, Pongchai ; Chaisanit, Settachai ; Rizzi, Paola ; Dumblekar, Vinod
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Título : Neo-Simulation and Gaming Toward Active Learning Tipo de documento: documento electrónico Autores: Hamada, Ryoju, ; Soranastaporn, Songsri, ; Kanegae, Hidehiko, ; Dumrongrojwatthana, Pongchai, ; Chaisanit, Settachai, ; Rizzi, Paola, ; Dumblekar, Vinod, Mención de edición: 1 ed. Editorial: Singapore [Malasya] : Springer Fecha de publicación: 2019 Número de páginas: XX, 560 p. 157 ilustraciones, 90 ilustraciones en color. ISBN/ISSN/DL: 978-981-1380396-- Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Politica social escuelas de economia Tecnologia Educacional Economía heterodoxa Educación Digital y Tecnología Educativa Computadoras y Educación Clasificación: 361.61 Resumen: Este libro ofrece consejos a los profesores para avanzar hacia el aprendizaje activo mediante el uso de simulación y juegos. El libro es una referencia poco común para los profesores que desean iniciar el aprendizaje activo aplicando muchas experiencias reales de expertos mundiales en simulación y juegos. Esta sabiduría acumulada proviene de ensayos de vanguardia informados en la 49.ª conferencia anual de la Asociación Internacional de Simulación y Juegos en Tailandia del 9 al 13 de julio de 2018. La importancia de cambiar el enfoque unidireccional de las clases magistrales de los profesores por uno de aprendizaje activo se ha comprendido comúnmente durante varias décadas y se ha promovido especialmente en los últimos años en las universidades asiáticas. La simulación y los juegos cumplen los requisitos de dichos programas de enseñanza, especialmente para el aprendizaje activo, pero hay pocos libros o referencias sobre cómo gamificar una clase. Este libro sirve como guía para facilitar ese cambio. El autor reconoce el deber de proporcionar a los lectores direcciones fijas hacia la simulación y los juegos en la próxima generación, que aún no se han dilucidado por completo. Desarrollar una cultura de simulación y juegos y hacerla sostenible en la próxima década son el propósito de este libro. Nota de contenido: Part 1. Various Applications of S&G -- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity -- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction -- Chapter 3. Hallucifear: Educational Game about Drug Addiction -- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care -- Chapter 5. A Simulation Game of Patient Transportation -- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport -- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid -- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table -- Part 2. S&G to Learn Business -- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements -- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills -- Chapter 11. Bis Augmented Reality in Finance Learning Games -- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game -- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities -- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks -- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector -- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game -- Part 3. S&G to Learn Environmental Issues -- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System -- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services -- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables -- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets -- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity -- Part 4. S&G in Disaster Management -- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education -- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation -- Chapter 24. A Study on Effect of "Information Mismatch" Simulation on Victims' Quality of Life and Sense of Place in the Post-Disaster Period -- Part 5. S&G with the Latest Technology -- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement -- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children -- Chapter 27. Virtual Reality for Active English Learning in the University Context -- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game -- Part 6. S&G to facilitate Consensus Building -- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management -- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer -- Chapter 31. A Study about the Changes of Participants' Impressions through a Brainstorming Group Work -- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge -- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People -- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area -- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building -- Part 7. S&G for Empowerment of Human Mind -- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan -- Chapter 37. Hooshmand Ѐ“ Intelligence and Emotion Entangled in a Simulation Game -- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students -- Chapter 39. City of Emotions Ѐ“ Case Studies for a Broader Scope of Intervention -- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project -- Part 8. NEO-Simulation Gaming toward Active Learning Era -- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL -- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator's Role as a Designer of Environments -- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles -- Chapter 44. Digital Versus Analogue Multi-Player Gaming:Comparing Learning Outcomes -- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model -- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company -- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving -- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students -- Chapter 49. What Business Simulations Teach: The Effect of Debriefing -- Chapter 50. Gaming Simulation Validation: Matching Participants' Worldviews with Their Decisions -- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy. . Tipo de medio : Computadora Summary : This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association's annual conference in Thailand 9Ѐ“13 July 2018. The importance of changing teachers' one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Neo-Simulation and Gaming Toward Active Learning [documento electrónico] / Hamada, Ryoju, ; Soranastaporn, Songsri, ; Kanegae, Hidehiko, ; Dumrongrojwatthana, Pongchai, ; Chaisanit, Settachai, ; Rizzi, Paola, ; Dumblekar, Vinod, . - 1 ed. . - Singapore [Malasya] : Springer, 2019 . - XX, 560 p. 157 ilustraciones, 90 ilustraciones en color.
ISBN : 978-981-1380396--
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Politica social escuelas de economia Tecnologia Educacional Economía heterodoxa Educación Digital y Tecnología Educativa Computadoras y Educación Clasificación: 361.61 Resumen: Este libro ofrece consejos a los profesores para avanzar hacia el aprendizaje activo mediante el uso de simulación y juegos. El libro es una referencia poco común para los profesores que desean iniciar el aprendizaje activo aplicando muchas experiencias reales de expertos mundiales en simulación y juegos. Esta sabiduría acumulada proviene de ensayos de vanguardia informados en la 49.ª conferencia anual de la Asociación Internacional de Simulación y Juegos en Tailandia del 9 al 13 de julio de 2018. La importancia de cambiar el enfoque unidireccional de las clases magistrales de los profesores por uno de aprendizaje activo se ha comprendido comúnmente durante varias décadas y se ha promovido especialmente en los últimos años en las universidades asiáticas. La simulación y los juegos cumplen los requisitos de dichos programas de enseñanza, especialmente para el aprendizaje activo, pero hay pocos libros o referencias sobre cómo gamificar una clase. Este libro sirve como guía para facilitar ese cambio. El autor reconoce el deber de proporcionar a los lectores direcciones fijas hacia la simulación y los juegos en la próxima generación, que aún no se han dilucidado por completo. Desarrollar una cultura de simulación y juegos y hacerla sostenible en la próxima década son el propósito de este libro. Nota de contenido: Part 1. Various Applications of S&G -- Chapter 1. Introducing Arrival City Game for Neighborhood Diversity -- Chapter 2. Designing a Human Computation Game for Enhancing Early-Phase Movie Box Office Prediction -- Chapter 3. Hallucifear: Educational Game about Drug Addiction -- Chapter 4. A Perspective on the Needs for Simulation and Gaming Technology in Outpatient Care -- Chapter 5. A Simulation Game of Patient Transportation -- Chapter 6. A Simulation Game for Anticipatory Scheduling of Synchromodal Transport -- Chapter 7. From Discussions to Games - Facilitating Interactions between Experts from Aviation and Humanitarian Aid -- Chapter 8. 3D Periodic Sugoroku Game for Active Learning of the Periodic Table -- Part 2. S&G to Learn Business -- Chapter 9. A Business Simulation Game to Teach How to Comprehend Financial Statements -- Chapter 10. Co-Creating Prototype Improvement using Participatory Design on the Development of a Serious Game in Financial Literacy Skills -- Chapter 11. Bis Augmented Reality in Finance Learning Games -- Chapter 12. Learning Efficacy among Executives and Students of an Organizational Growth Game -- Chapter 13. Business Game Promoting Supply Chain Collaboration Education at Universities -- Chapter 14. How can we ensure Middle School Students Acquire Economic Thinking? Developing and Evaluating an Analog Game Involving Smartphones Simulated with LEGO® blocks -- Chapter 15. Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector -- Chapter 16. Disrupting Traditional Business Test by Internet Based Simulation Game -- Part 3. S&G to Learn Environmental Issues -- Chapter 17. Methodology for Environmental Learning based on Material Flow Diagram of Green Multi-Dimensional Bookkeeping System -- Chapter 18. Board Game for Collective Learning on Green Roof Ecosystem Services -- Chapter 19. Design of Simulation and Gaming to Promote the Energy Transition from Fossil Fuels to Renewables -- Chapter 20. Agent-based Gaming for Two-sided Electricity Markets -- Chapter 21. Using Role-Play Game for Active Learning to Solve Water Inequity -- Part 4. S&G in Disaster Management -- Chapter 22. Gaming Simulation as a Tool of Problem-based Learning for University Disaster Education -- Chapter 23. A Study on Gaming of Participatory Evacuation Planning in Tourist Areas using Agent Simulation -- Chapter 24. A Study on Effect of "Information Mismatch" Simulation on Victims' Quality of Life and Sense of Place in the Post-Disaster Period -- Part 5. S&G with the Latest Technology -- Chapter 25. Empirical Studies on the Role of Matchmaking in Mobile eSports Players Engagement -- Chapter 26. Learning via AI Dolls: Creating Self-Active Learning for Children -- Chapter 27. Virtual Reality for Active English Learning in the University Context -- Chapter 28. Research on User Experience in Risk Management Alternate Reality Game -- Part 6. S&G to facilitate Consensus Building -- Chapter 29. Rights-Conversion Type Urban Redevelopment Game Considering Financial Risk Management -- Chapter 30. Impact Finder: Board Game as a Tool for Social Impact Assessment Knowledge Transfer -- Chapter 31. A Study about the Changes of Participants' Impressions through a Brainstorming Group Work -- Chapter 32. Eliciting Requirements of a Knowledge Management System for Gaming in an Organization: The Role of Tacit Knowledge -- Chapter 33. Community Forest Board Game for Learning Interactions Among Ecosystem Components in Community Forest with Local People -- Chapter 34. For Gaming-based Consensus Building: Problem Formulation of Snowfall Disaster Mitigation in Japanese Rural Area -- Chapter 35. Wadakamari Gaming - Which Promotes Players' Viewpoint Switching in Consensus Building -- Part 7. S&G for Empowerment of Human Mind -- Chapter 36. Experience Design for Understanding Social Withdrawal: Employing a Live-Action Role-Play (LARP) to Learn about and Empathize with Hikikomori in Japan -- Chapter 37. Hooshmand Ѐ“ Intelligence and Emotion Entangled in a Simulation Game -- Chapter 38. Self-Esteem Building Activity: Personality Development of Thonburi University Students -- Chapter 39. City of Emotions Ѐ“ Case Studies for a Broader Scope of Intervention -- Chapter 40. Arising Hope after Disaster: the Parcobaleno Project -- Part 8. NEO-Simulation Gaming toward Active Learning Era -- Chapter 41. Building Theoretical and Practical Experiencing Through an Integrated Active Learning Approach Using Case Studies and a Problem-Based Learning Methodology in International PBL -- Chapter 42. Bis Physical and Mental Environments for Simulation and Gaming: The Facilitator's Role as a Designer of Environments -- Chapter 43. The Context Dependency of Four Persuasive Game Design Principles -- Chapter 44. Digital Versus Analogue Multi-Player Gaming:Comparing Learning Outcomes -- Chapter 45. Simulation Game Complexity Perception: An Approach to The Research Model -- Chapter 46. How to Describe a Large Business on a Business Board Game: An Illustration of Construction Company -- Chapter 47. Virtual Lesson Game for Prompting Teachers to Change Their Instructional Style to Promote the Integration and Utilization of Knowledge in Problem-Solving -- Chapter 48. The Effects of Debriefing on the Performance and Attitude of Austrian University Students and Cultural Differences to Japanese Students -- Chapter 49. What Business Simulations Teach: The Effect of Debriefing -- Chapter 50. Gaming Simulation Validation: Matching Participants' Worldviews with Their Decisions -- Chapter 51. Educational Gamification: Challenges to Overcome - and to Enjoy. . Tipo de medio : Computadora Summary : This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association's annual conference in Thailand 9Ѐ“13 July 2018. The importance of changing teachers' one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]
Título : Simulation and Gaming for Social Design Tipo de documento: documento electrónico Autores: Kaneda, Toshiyuki, ; Hamada, Ryoju, ; Kumazawa, Terukazu, Mención de edición: 1 ed. Editorial: Singapore [Malasya] : Springer Fecha de publicación: 2021 Número de páginas: XVII, 307 p. 1 ilustraciones ISBN/ISSN/DL: 978-981-1620119-- Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Emprendimiento Nuevas empresas comerciales Ciencias de la Computación Juegos de computadora Geografía Educación ambiental Desarrollo de juegos Geografía Regional Educación Ambiental y Sostenibilidad Clasificación: 658.421 Resumen: Este libro es una colección de artículos de investigación que tratan tres aspectos de la simulación y los juegos para el diseño social: (1) teoría y metodología, incluyendo la teoría del sistema de juegos y el modelado basado en agentes; (2) sostenibilidad, incluyendo el calentamiento global y el nexo energía-alimentos); y (3) emprendimiento social, incluyendo la comprensión empresarial, étnica y ética. Los dos últimos forman especialmente dos áreas importantes del conocimiento clínico en la vida contemporánea. La simulación y los juegos, con su enfoque participativo, proporcionan a los participantes una integración perfecta de la resolución de problemas y la educación. Ha sido conocida como una herramienta para la comunicación interdisciplinaria desde la década de 1960, y ahora se está desarrollando para contribuir a la sociedad global en el siglo XXI. Este es el primer libro sobre simulación y juegos para el diseño social que cubre todos los aspectos desde los fundamentos metodológicos hasta ejemplos prácticos en los campos de la sostenibilidad y el emprendimiento social. Independientemente del tamaño de la problemática, el diseño de sistemas sociales implica (1) los aspectos de visión y concepción debido a la naturaleza general y de largo plazo del objetivo; (2) El pensamiento y la comunicación interdisciplinarios para la exploración de nuevos estados de adaptación a los sistemas tecnológicos; y (3) El aspecto de la "dimensión humana", que incluye la educación, que debe abordarse, por lo que se prevén desarrollos académicos de simulación y juegos para el diseño social como metodologías de pensamiento y práctica del sistema. La simulación y los juegos tienen un gran potencial de desarrollo como herramienta para facilitar la transferencia entre el conocimiento teórico y el clínico. Nota de contenido: Chapter 1. Simulation and Gaming as Instruments for Social Design -- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict -- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa -- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games? -- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action -- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action -- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues -- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve -- Chapter 9. Gaming for Arctic Sustainability -- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research -- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems -- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games -- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication -- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People. Tipo de medio : Computadora Summary : This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Simulation and Gaming for Social Design [documento electrónico] / Kaneda, Toshiyuki, ; Hamada, Ryoju, ; Kumazawa, Terukazu, . - 1 ed. . - Singapore [Malasya] : Springer, 2021 . - XVII, 307 p. 1 ilustraciones.
ISBN : 978-981-1620119--
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Emprendimiento Nuevas empresas comerciales Ciencias de la Computación Juegos de computadora Geografía Educación ambiental Desarrollo de juegos Geografía Regional Educación Ambiental y Sostenibilidad Clasificación: 658.421 Resumen: Este libro es una colección de artículos de investigación que tratan tres aspectos de la simulación y los juegos para el diseño social: (1) teoría y metodología, incluyendo la teoría del sistema de juegos y el modelado basado en agentes; (2) sostenibilidad, incluyendo el calentamiento global y el nexo energía-alimentos); y (3) emprendimiento social, incluyendo la comprensión empresarial, étnica y ética. Los dos últimos forman especialmente dos áreas importantes del conocimiento clínico en la vida contemporánea. La simulación y los juegos, con su enfoque participativo, proporcionan a los participantes una integración perfecta de la resolución de problemas y la educación. Ha sido conocida como una herramienta para la comunicación interdisciplinaria desde la década de 1960, y ahora se está desarrollando para contribuir a la sociedad global en el siglo XXI. Este es el primer libro sobre simulación y juegos para el diseño social que cubre todos los aspectos desde los fundamentos metodológicos hasta ejemplos prácticos en los campos de la sostenibilidad y el emprendimiento social. Independientemente del tamaño de la problemática, el diseño de sistemas sociales implica (1) los aspectos de visión y concepción debido a la naturaleza general y de largo plazo del objetivo; (2) El pensamiento y la comunicación interdisciplinarios para la exploración de nuevos estados de adaptación a los sistemas tecnológicos; y (3) El aspecto de la "dimensión humana", que incluye la educación, que debe abordarse, por lo que se prevén desarrollos académicos de simulación y juegos para el diseño social como metodologías de pensamiento y práctica del sistema. La simulación y los juegos tienen un gran potencial de desarrollo como herramienta para facilitar la transferencia entre el conocimiento teórico y el clínico. Nota de contenido: Chapter 1. Simulation and Gaming as Instruments for Social Design -- Chapter 2. A Learning Process Analysis on Hypergames for Understanding Cognitive Conflict -- Chapter 3. Designing a Right-Conversion Game for Affordable Housing in Addis Ababa -- Chapter 4. Games to Change Perceptions of Social Norms: What Constitutes Serious Games? -- Chapter 5. Towards Explicating Gamification Types for Motivating Sustainability Action -- Chapter 6. Towards Explicating Gamification Types for Motivating Sustainability Action -- Chapter 7. The Unique Value of Gaming Simulation as a Research Method for Sustainability-Related Issues -- Chapter 8. Fish & Chips: Simulation of a Simple Problem That Is Not Easy to Solve -- Chapter 9. Gaming for Arctic Sustainability -- Chapter 10. Serious Board Game Jam as an Exercise for Transdisciplinary Research -- Chapter 11. Amalgamating Agent and Gaming Simulation to Understand Social-Technical Systems -- Chapter 12. Sharing tacit knowledge by playing Supply Chain Collaboration Games -- Chapter 13. Diversity of views on food: A Gaming Simulation to Promote Food-Related Communication -- Chapter 14. Project PAL: Development of Simulation Games for Solving Social Problems of Indigenous People. Tipo de medio : Computadora Summary : This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The "human dimension" aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]