Youth care multi-disciplinary networks need flexible, interactive and attractive tools and methods for knowledge exchange in view of timely, effective and durable help in complex parenting problem situations. Social media, virtuality, simulation and gaming gain an increasing significance in the way people share information, learn and organize themselves. This leads to the question whether youth care practice is ready to adopt some online practicalities for network exchange. This design study describes model development and model appreciation of online role-play simulation gaming as a time, pace and place independent way to share expertise, information and knowledge among the actors in youth care practice. The results show that youth care professionals think that simulation gaming is relevant and convenient to unravel difficult issues, to elaborate network strategies, and to jointly reflect on intervention. The research is unique in domains of youth care intervention and in game theory. The singularity of contexts and actors is taken as starting point in a cross-over of game design and behavioral science. Online role-play simulation gaming leads to a better understanding of complexity in youth care situations and to a greater awareness of network capacities and capabilities and helps to establish accountability of choices of intervention.
Medical simulation is a relatively new science that is achieving respectability among healthcare educators worldwide. Simulation and skills centres have become established to integrate simulation into mainstream education in all medical, nursing, and paramedical fields. Borrowing from the experience and methodologies of industries that are using simulation, medical educators are grappling with the problem of rapidly acquiring the skills and techniques required to implement simulation programmes into established curricula. This book assists both novice and experienced workers in the field to learn from established practitioners in medical simulation. Simulation has been used to enhance the educational experience in a diverse range of fields; therefore a wide variety of disciplines are represented. The book begins with a section on the logistics of establishing a simulation and skills centre and the inherent problems with funding, equipment, staffing and course development, and promotion. Section two deals with simulators and related training devices that are required to equip a stand-alone or institution-based centre. The features, strengths, and weaknesses of training devices are presented to help the reader find the appropriate simulator to fulfil their training requirements. There is a guide to producing scenarios and medical props that can enhance the training experience. The third section covers adult education and it reviews the steps required to develop courses that comply with 'best practice' in medical education. Teaching skills, facilitating problem-based learning groups and debriefing techniques are especially important to multidisciplinary skills centres that find themselves becoming a centre for medical education. The manual concludes with guides for the major specialties that use simulation, including military, paediatrics, CPR and medical response teams, obstetrics, and anesthesia.
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.
This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment; adaptive generation of dilemma-based interactive narratives; computational intelligence in racing games; evolutionary algorithms for board game players with domain knowledge; electronic market games; EVE’s entropy; and capturing player enjoyment in computer games.
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
To cope with the pandemic, many educational institutions in the United States have resorted to emergency remote teaching (ERT). Distance/online learning is a complex process in terms of the design, analysis, and time taken to develop and implement courses and programs. Having been around for decades, it has evolved and morphed into a multidimensional procedure that needs meticulous planning, evolution, and evaluation. It provides meaningful learning experiences to students who may not otherwise have the option to attend college. Students of distance/online courses and programs usually choose to join voluntarily, and designers of such programs purposefully plan for them to be online from the start. In contrast, ERT is an emergency/crisis-based need to move teaching and learning to alternative environments until the crisis is averted or ended. Preparing Faculty for Technology Dependency in the Post-COVID-19 Era is a comprehensive guide that focuses on preparing pre-service teachers, in-service teachers, and higher education faculty to harness technology dependence in an emergency remote teaching era by discussing current and post-pandemic preparedness. Covering a wide range of topics such as digital reality, teacher preparedness, and technology dependency, this book is crucial for educators, administrators, pre-service teachers, researchers, academicians, and students.
"This book addresses intelligent tutoring system (ITS) environments from the standpoint of information and communication technology (ICT) and the recent accomplishments within both the e-learning paradigm and e-learning systems"--Provided by publisher.
In today’s globalized world, professional fields are continually transforming to keep pace with advancing methods of practice. The theory of adult learning, specifically, is a subject that has seen new innovations and insights with the advancement of online and blended learning. Examining new principles and characteristics in adult learning is imperative, as emerging technologies are rapidly shifting the standards of higher education. The Handbook of Research on Adult Learning in Higher Education is a collection of innovative research on the methods and applications of adult education in residential, online, and blended course delivery formats. This book will focus on the impact that culture, globalization, and emerging technology currently has on adult education. While highlighting topics including andragogical principles, professional development, and artificial intelligence, this book is ideally designed for teachers, program developers, instructional designers, technologists, educational practitioners, deans, researchers, higher education faculty, and students seeking current research on new methodologies in adult education.