648 research outputs found

    The role of simulations in the authentic learning for national security policy development: implications for practice

    Get PDF
    This report is provides examples of practice that illustrate the use of authentic learning and simulations in post-graduate and on-campus learning environments, especially when applied national security policy education. It examines the following areas: The place of authentic learning in postgraduate education. The methods used to simulate policy development, and related activities like strategy planning, in educational environments relevant to national security policy-making. Policy simulation methods that could enhance learning at the College and similar institutions, including teaching skills, technology and resource implications. The roles of technology in enhancing learning in policy development simulations. Ways to assess learning effectiveness through simulation

    Analysis domain model for shared virtual environments

    Get PDF
    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    In Homage of Change

    Get PDF

    Envisioning Digital Europe 2030: Scenarios for ICT in Future Governance and Policy Modelling

    Get PDF
    The report Envisioning Digital Europe 2030 is the result of research conducted by the Information Society Unit of IPTS as part of the CROSSROAD Project - A Participative Roadmap on ICT research on Electronic Governance and Policy Modelling (www.crossroad-eu.net ). After outlining the purpose and scope of the report and the methodological approach followed, the report presents the results of a systematic analysis of societal, policy and research trends in the governance and policy modelling domain in Europe. These analyses are considered central for understanding and roadmapping future research on ICT for governance and policy modelling. The study further illustrates the scenario design framework, analysing current and future challenges in ICT for governance and policy modelling, and identifying the key impact dimensions to be considered. It then presents the scenarios developed at the horizon 2030, including the illustrative storyboards representative of each scenario and the prospective opportunities and risks identified for each of them. The scenarios developed are internally consistent views of what the European governance and policy making system could have become by 2030 and of what the resulting implications for citizens, business and public services would be. Finally, the report draws conclusions and presents the proposed shared vision for Digital Europe 2030, offering also a summary of the main elements to be considered as an input for the future development of the research roadmap on ICT for governance and policy modelling.JRC.DDG.J.4-Information Societ

    Social, Casual and Mobile Games

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world

    The Invention of Good Games: Understanding Learning Design in Commercial Videogames

    Get PDF
    This work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part of the research establishes a foundation for the argument, namely that accepted pedagogy can be found in existing commercial games. The second part of the work proposes new methods for analysing games that can uncover mechanisms used to support learning in games which can be employed even if those games were not originally designed as educational objects. In order to support the claim that ‘good’ commercial videogames already embody elements of sound pedagogy an explicit connection is made between game design and formally accepted theory and models in teaching and learning. During this phase of the work a significant concern was raised regarding the classification of games as ‘good’, so a new methodology using Borda Counts was devised and tested that combines various disjoint subjective reviews and rankings from disparate sources in non-trivial manner that accounts for relative standings. Complementary to that was a meta-analysis of the criteria used to select games chosen as subjects of study as reported by researchers. Then, several games were chosen using this new ranking method and analysed using another new methodology that was designed for this work, called Instructional Ethology. This is a new methodology for game design deconstruction and analysis that would allows the extraction of information about mechanisms used to support learning. This methodology combines behavioural and structural analysis to examine how commercial games support learning by examining the game itself from the perspective of what the game does. Further, this methodology can be applied to the analysis of any software system and offers a new approach to studying any interactive software. The results of the present study offered new insights into how several highly successful commercial games support players while they learn what they must learn in order to succeed in those games. A new design model was proposed, known as the 'Magic Bullet' that allows designers to visualize the relative proportions of potential learning in a game to assess the potential of a design

    Infrastructure Design, Signalling and Security in Railway

    Get PDF
    Railway transportation has become one of the main technological advances of our society. Since the first railway used to carry coal from a mine in Shropshire (England, 1600), a lot of efforts have been made to improve this transportation concept. One of its milestones was the invention and development of the steam locomotive, but commercial rail travels became practical two hundred years later. From these first attempts, railway infrastructures, signalling and security have evolved and become more complex than those performed in its earlier stages. This book will provide readers a comprehensive technical guide, covering these topics and presenting a brief overview of selected railway systems in the world. The objective of the book is to serve as a valuable reference for students, educators, scientists, faculty members, researchers, and engineers

    The impact of video gaming on managers\u27 adaptive leadership skills: do millennials have an advantage?

    Get PDF
    The aging Baby Boomer Generation, coupled with the large coming of age Millennial Generation and the need for more adaptive and flexible employees in business, is presenting companies with a challenge of how to develop individuals in leadership positions within their organizations to properly demonstrate and implement adaptive leadership attributes. This study compared data previously gathered by the participating organization from individuals composed of multiple generations currently in leadership positions attending a leadership orientation course. Data were collected using a selected instrument measuring adaptive leadership skills. The focus of this study was to determine if the Millennial Generation has gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a video game, could have a positive impact on the Millennials’ ability to employ adaptive leadership. The learning outcomes from video game play are accomplished either as a part of the individual video game design or via Internet games for multiple players. The applicability of this study could provide direction on how to better prepare more appropriate learning solutions to develop individuals as they move into leadership roles. The resulting analysis generated data finding no significant relationship between birth generations and scores from an instrument measuring adaptive leadership, or with the amount of video game play by generation. There was a positive relationship found between birth generation and the amount of video game play

    Washington University Senior Honor Thesis Abstracts (WUSHTA), Spring 2017

    Get PDF
    Complete issue of the Washington University Senior Honors Thesis Abstracts (WUSHTA), Spring 2017. Published by the Office of Undergraduate Research. Joy Zalis Kiefer, Director of Undergraduate Research and Associate Dean in the College of Arts & Sciences; Lindsey Paunovich Editor; Kristin G. Sobotka, Programs Manager; Jennifer Kohl
    • 

    corecore