Tuesday, November 20, 2007

Wk 11 Personal Reflection: Simulation and Games.

Simulation and Games
Taking note on simulation and simulation games which provide learners through visual interaction, learners were able to explore real life simulation that challenges individual activities that lead to success or failure.
Games make it possible to lead virtual civilizations and or explore others activities from perspective of educational pedagogies. Either simulation or simulation games are a push “technologies” that has contributed to development in education and the way the students play, interact, and learn. Simulation and the games are power tools, the benefits of using simulations and the games to show the ideas, concepts, and application of games manufacturing tools are well recognized. Other use of simulation application is for problem solving, on piece flow, work balance, and quality improvement.

I enjoy this particular topic because future games will employ deeper simulation in order to achieve greater levels of interaction and complexity, while simultaneously simplifying the learning curve for new player. Educational simulation is about life simulation that gives opportunity to learn how people really live in other countries. It brings to life different cultures, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, and a simulation game exploring sustainable management of renewable resources. Each turn you must decide how much effort to devote to fishing. The goal of the game is to find the profit-maximizing level of effort and to end with a sustainable population. The important aspect of game design is the relation between the game goals and the learning goals.

What will future brings on simulation games?
The future of simulation and the games are looking bright, moreover, more research are been conducting for using multiplayer and online games to study the effectiveness of games based training. The environments studied are developed and maintained using an online interactive virtual environment platform. More games are been design to give people a view into future. Designed to stimulate innovation, emotional intelligence and strategic foresight, participants are supported by facilitators and futurist, strategic and creative tools and techniques to meet purposeful outcomes.
Although simulation has been around for some years, collaborative with simulation games provides new model for social organization, and improve the literacy’s in the community. There are many ways people learn through media nowadays, either through simulation or simulation games; Video games are emerging as a new medium for learning. “Advance in molding technologies, graphic libraries, and games editors are making the creation of educational gaming multi-million dollars industries.” The games of the future will rely heavily on much more complex, high fidelity world representations that will allow for more emergent behavior and unforeseen player interactions. Taken together, these next-generation design paradigms are not simply improvements over older models, but represent a fundamentally different approach to simulating real-world physics, handling artificial intelligence and interface usability Havey Smith, (2005).

References:
Designing Game-Based Learning Environments. A series of links to academic publications describing game technology and design tools. Retrieved Nov. 13th, 2007 from http://website.education.wise.edu/kdsquire/research.html

Horn, R. E. (1999) The Convention Game (prepared for the 30th Anniversary issue of Simulations and Games) A keynote speech to the North American Simulation and Gaming Association 30, 4, Dec. 1999, 456-475 (html)

Horn, R. E. (1970-1980) The Guide to Simulations/Games for Education and Training. (Ed) 1970 (with D.W. Zuckerman), Cambridge: I.R.I.; 1973, 2nd edition, Research Media, Inc.1976, 3rd edition, Didactic Systems, Inc.; 1980 4th edition, (with Anne Cleaves). Los Angeles: Sage Publications

Simulation and Advanced Gaming Environments for Learning - A university research consortium exploring the impact of simulation, simulation-games and games in education. Retrieved Nov. 13th, 2007 from http://website.education.wise.edu/kdsquire/research.html

Smith, H., (2001). The future of game design: Moving beyond Deus Ex and other dated paradigms. Multimedia International Market. Retrieved Nov. 20th, 2007 from http://www.igda.org/articles/hsmith.future.php.

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