Submitted by admin on Mon, 02/16/2009 - 22:02.
Providing creative, fun and effective solutions for facilitation in the classroom/workshop/conference/camp
The games and creative facilitation are to enhance teaching, learning and communication while promoting social interactions, cooperation and understanding, for diverse subject matters and for participants with diverse background.
Personal conviction from my teaching experience is that these methods are very effective, not only in achieving the desired learning outcome, but also in transforming students and making both learning and teaching a joy.
Submitted by admin on Sun, 11/02/2008 - 14:44.
This is a challenging mathematics game based on a
conjecture originally proposed by Francis Guthrie in 1852. The game is
to use 4 different colors to label a country so that no neighboring
states will have same color. The game is related to Graph Theory.
Submitted by litewing on Thu, 10/02/2008 - 02:28.
Cesim Global Challenge has been designed to develop the students' understanding of the complexity of global business operations in a dynamic competitive environment. It integrates a range of concepts from various management-related disciplines, including economic, political, financial, accounting, procurement, production, logistics, research and innovation, and marketing. By analyzing and managing the different disciplines students will further comprehend each of the disciplines individually and also collectively through their relationship with each other.
Submitted by admin on Mon, 08/04/2008 - 10:06.
"Learn to Game, Game to Learn"
International Simulation And Gaming Association
40th Annual Conference
29 June to 3 July 2009
Singapore
For more information, please check out the official website using the link above.
Submitted by Jan on Wed, 12/12/2007 - 00:04.
KMPC's Services include: Game design, development and consulting; policy development; change management; strategic management & entrepreneurship; training, education and coaching; integrated assessment. Products include: tailor-made policy exercises; management games; multi-stakeholders dialogue workshops. For more details about KMPC's approach, see Klabbers, J.H.G. (2008). The Magic Circle: Principles of Gaming & Simulation. Rotterdam/Taipei: SensePublishers. Visit also:
http://www.sensepublishers.com/catalog/product_info.php?products_id=202&...
Submitted by admin on Tue, 12/11/2007 - 23:56.
EcoSim: An Interactive Simulation EcoSim is an interactive simulation in which each student plays the role of a company and a group of people, or a legislator in the government/central bank. EcoSim provides students with a strong intuitive grasp of economics and finance by giving them hands on experience in the workings of an economy. EcoSim is designed to be used with any (or all, simultaneously) of the following classes: principles of economics, intermediate microeconomics, public finance, mathematical economics, managerial economics, and principles of finance. EcoSim can also be used in high school economics classes. EcoSim operates on a VAX/VMS system (a windows based version for a PC network is in the works). The software is available at no charge to all interested colleges and universities. All players are requested to purchase a manual and spreadsheet disk (the spreadsheet aids in decision making in the simulation) at a nominal fee.
Submitted by admin on Thu, 11/22/2007 - 06:15.
MAGNUS which stands for MAnagement Game - National University of Singapore, is designed to provide students an opportunity to learn and practise the art and science of corporate planning and managerial decision making. It is also used for students in information systems to practise building and testing decision support systems. MAGNUS is multi-player competitive, featuring two products, local and common markets, resource planning, and information management and various others decision analysis areas. MAGNUS is played on the Internet and available in different language versions. The administration system is also web-based.
Submitted by admin on Thu, 11/22/2007 - 06:03.
"Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research" (SAGE Publications) is the world's foremost scientific review devoted to academic and applied issues in the increasingly popular methodology of simulation/gaming as used in education, training, consultation and research round the world. Simulation/gaming is to be taken in its broadest meaning, to encompass such areas as simulation, computerized simulation, gaming, simulation/gaming, policy exercises, planning exercises, debriefing, analytic discussion, post-experience analysis, modeling, virtual reality, game theory, role-play, role-playing, play, active learning, experiential learning, learning from experience, toys, playthings, structured exercises, debriefing. This quarterly journal examines the methodologies and explores their application to real-world problems and situations. || The broad scope and multidisciplinary nature of S&G is demonstrated by the variety of its readers and contributors. They work in sociology, political science, economics, education, cognition, psychology, social-psychology, social psychology, management, business, marketing, government, entrepreneurship, environmental issues, health, medicine, nursing, research methodology, communication, environment, policy, planning, energy, utilities, natural resources, educational, technology, computing, geography, climate change, multi-culturalism, multi-cultural, intercultural, culture, organization studies, negotiation, mediation, history, peace studies, business, statistics, decision making, conflict management, cognition, communication, political science, language learning, media, video-games, learning theory, international studies, educational technology, information technology.
|