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Titlebook: Gaming, Simulation and Innovations: Challenges and Opportunities; 52nd International S Upinder Dhar,Jigyasu Dubey,Heide Lukosch Conference

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Facilitating Training Simulations for Health Emergencym to practice and perform various functions in an emergency response. This paper discusses four tools used in SimEx to maximize the facilitators’ technical experience to meet the overall learning outcomes and objectives. The findings have been collected from 12 exercises through feedback sessions an
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Intercultural Dialogue Through Simulation and Virtual Exchange in Educationfrom a course on teacher training from the Catholic University of Valencia (UCV) in Spain with student teachers, in-service teachers and academicians from various universities in Spain, Tunisia, Austria, Romania, USA, Argentina, Canada, Netherlands and UK. The simulation ‘The School of Valtance’ was
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The Co-design of Educational Video Gamesinto the design of an artefact. Literature gives insufficient insight into how the contemporary co-design practices in educational video games (EVG) are structured in the design process. This research aims to resolve that gap by answering the questions: (1) How are the co-design practices of EVG com
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Reframing the Boundaries of Experiential Education Using Cynefin Domainsplex, and ambiguous (VUCA) environments in which graduates will be . management are unlike the stable, contained, familiar and well-defined classrooms that dominate institutions of higher education. We employ concepts including the Cynefin Domains of Knowledge (Snowden & Boone, 2009) to explore how
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Frame Game as Teaching Methodology in Higher Education: The Case of RElastiCityd stresses in those areas. The question is if use of the frame game as a basis for game co-design is a useful approach to explore complex systems and its dynamics. This study covers the exploratory application of the approach in two university courses in the Netherlands. The results show divergent s
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“Risk Management Can Actually Be Fun” - Using the Serious Cards for Biosafety Game to Stimulate Propty is to let young biotechnology researchers learn more about biosafety. Analyses of workshops with researchers from the biotechnology domain as well as results of interviews with several biosafety officers clearly indicated the need for such a serious game with a focus on educational learning. Card
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Development of the Player Satisfaction Scale - A Factor Analytic Studyes (undergraduate students and others) was purified by rejecting 61 duplicate and incorrect responses and two inappropriate statements. The data from the remaining 597 responses and 28 statements were processed for factor analysis. Five factors each of eigenvalue more than 1 were produced at high re
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