simulation game
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Author(s):  
Łukasz Bojkowski ◽  
Paweł Kalinowski ◽  
Robert Śliwowski ◽  
Maciej Tomczak

The appropriate level of coordination motor skills (CMS) in a football player is one of the factors determining the effectiveness of their actions. Adaptability and complex reaction time are of particular importance in models of coordination requirements in football. The lead aim of this study is to determine the relationship between two selected coordination motor skills and the offensive, defensive and comprehensive effectiveness of an individual player’s actions. The study was conducted on a group of 91 Polish male football players aged 20 to 31 years, all in the senior age category. The research tools included: a test assessing motor adaptation (research by dribbling the ball with the dominant leg), psychomotor test of complex reaction time (tested with an S-10.2 measuring device) and a test of the effectiveness of an individual player’s actions (one-on-one simulation game). The conducted research indicated that adaptability and complex reaction time are both important abilities for success when attacking in an individual game, and in the assessment of a comprehensive index of individual competences in a one-on-one football game. However, the most significant factor influencing the effectiveness of a player’s defensive action is solely the complex reaction time.


2022 ◽  
Vol 10 (2) ◽  
pp. 330
Author(s):  
Hari Murdianti

This is a classroom action research aiming at finding out to what extent CookingAcademy, a cooking simulation game created by Fugazo, Inc., enriches vocational students’ vocabulary dealing with cooking. I found that the students of Teknologi Pengolahan Hasil Pertanian (TPHP) or Technology of Processing Agriculture Produce class’ main problem in mastering and using English was vocabulary. Thus, I expected that Cooking Academy game might enrich their vocabulary. The participants of the research were 32 tenth graders majoring in TPHP of SMK N 1 Panji in the academic year of 2019/2020. The method of collecting data in this research was mixed-method using qualitative data and supported by quantitative data. The participants were given materials dealing with vocabulary used in cooking activities. According to the analyses, the pre-test mean was 42.30, while the post- test mean was 78.95. Between pre-test and post-test, they were given two quizzes, quiz 1 and 2 with the mean of 84.84 and 86.09 respectively. The students’ participation and attitude during the treatment showed that they appreciated the Cooking Academy game I used in the teaching and learning process. Based on the results, it could be concluded that there was animprovement of the students’ score at 86.6%. So, the Cooking Academy game enriched the vocational students’ vocabulary dealing with cooking


2022 ◽  
Vol 4 (2) ◽  
pp. 1119-1123
Author(s):  
Yuwono Marta Dinata ◽  
Christian Tanjono ◽  
Rinabi Tanamal ◽  
Evan Tanuwijaya

Business simulation training has been conducted by the School of Information Technology, Information Systems Department, Ciputra University, using MonsoonSIM. The aim of this activity is to introduce the concept of Enterprise Resource Planning (ERP) to students through virtual business simulation game. This training was conducted online, due to to Covid-19 pandemic.  By using MonsoonSIM software, students can manage a virtual company and learn the company's business processes.  Learnings in this training were in the form of material module explanations, simulations, discussions, and evaluations.  This program was attended by students from Junior High School and Senior High School. Participants not only play individually to learn from the game experience, but also in a team to compete to be the best virtual company that can dominate the market within a predetermined period of time. By participating in this training, students can manage the operational processes of a virtual company, understand existing resources, and can make a company planning strategy in order to survive and grow.


2022 ◽  
pp. 1703-1725
Author(s):  
Jeremy Riel ◽  
Kimberly A. Lawless

Educational simulations often require players to maintain a high degree of engagement for play in the simulation to continue. Student motivation and engagement is tied to affective factors, such as interest and self-efficacy. As such, game designs and teachers who implement them should promote student interest and self-efficacy in play. In this study, a responsive online professional development (ROPD) program was provided to teachers as they implemented a multi-classroom socio-scientific simulation game for middle school social studies classrooms called GlobalEd 2. A series of ANOVAs revealed that student affect toward the game and its content, including student interest and self-efficacy, was highest when their teachers likewise had a high degree of participation in the ROPD program. This evidence demonstrates the importance that ongoing implementation supports can have in classroom-based simulations and serious games and the benefits of ROPD in furthering the impact of simulation games.


2022 ◽  
pp. 1783-1799
Author(s):  
Marko Kesti ◽  
Aino-Inkeri Ylitalo ◽  
Hanna Vakkala

Digital disruption and continuous productivity improvement require more from people management, thus raising the bar for leadership competencies. International studies indicate that leadership competence gaps are large and traditional leadership training methods does not seem to solve this problem. This article's findings supports this situation. The authors will open the complexity behind organizational productivity development and present game theoretical architecture that simulates management behavior effects to human performance. New methods enable practice-based learning that enables formatting leaders' behavior so that it will create long-term success with continuous change. The authors will present gamified leadership training procedure and discuss the practical learning experiences from a management simulation game. The authors' study reveals challenges at interactive leadership skills, thus, it is argued, that there seems to be problems at the leadership mind-set. Therefore, more sophisticated learning methods and tools should be used.


2022 ◽  
pp. 194-219
Author(s):  
Samantha Taylor ◽  
Binod Sundararajan ◽  
Cora-Lynn Munroe-Lynds

Using the lenses of Vygotskian constructivism, situated cognition, the antecedents of flow, and a pedagogy interwoven with the multiliteracy framework, the authors present a COVID-19 simulation game. The game has multiple levels, challenges, disrupters, and allows for student player groups to work together (i.e., collaborate within and across player groups) to achieve the strategic objectives of the game. The player groups have an overall goal to minimize loss of life, while other parameters need to be optimized, depending on the stakeholder group that the player group is role-playing. While the game can be digitized, it is presented in a manner that allows instructors to implement the game simulation right away in their classrooms. Assessment rubrics, decision matrix templates, and debriefing notes are provided to allow for student learners to reflect on their decisions (based on course concepts) both individually and as a player group.


2022 ◽  
Author(s):  
Beth Dixon ◽  
Allie Boudreau ◽  
Austin Burke ◽  
Aaryn Clark ◽  
Sarah-Margaret Cowart ◽  
...  
Keyword(s):  


Abstract Forecasts of sea-ice evolution in the Arctic region for several months ahead can be of considerable socio-economic value for a diverse range of marine sectors and for local community supply logistics. However, subseasonal-to-seasonal (S2S) forecasts represent a significant technical challenge, while translating user needs into scientifically manageable procedures and robust user confidence requires collaboration among a range of stakeholders. We developed and tested a novel, transdisciplinary co-production approach that combined socio-economic scenarios and participatory, research-driven simulation-gaming to test a new S2S sea-ice forecast system with experienced mariners in the cruise tourism sector. Our custom-developed computerized simulation-game ICEWISE integrated sea-ice parameters, forecast technology and human factors, as a participatory environment for stakeholder engagement. We explored the value of applications-relevant S2S sea-ice prediction and linked uncertainty information. Results suggest that the usefulness of S2S services is currently most evident in schedule-dependent sectors but expected to increase due to anticipated changes in the physical environment and continued growth in Arctic operations. Reliable communication of uncertainty information in sea-ice forecasts must be demonstrated and trialed before users gain confidence in emerging services and technologies. Mariners’ own intuition, experience, and familiarity with forecast service provider reputation impact the extent to which sea-ice information may reduce uncertainties and risks for Arctic mariners. Our insights into the performance of the combined foresight/simulation co-production model in brokering knowledge across a range of domains demonstrates promise. We conclude with an overview of the potential contributions from S2S sea-ice predictions and from experiential co-production models to the development of decision-driven and science-informed climate services.


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