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Transferring gaming simulation experience (16 résultats)

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  • Langue : anglais

    Edité par Springer, 2026

    9819627575 / 9789819627578

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    Vendeur : preigu, Osnabrück, Allemagnepreigu

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    EUR 149,10

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    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 5 disponibles

    Taschenbuch. Etat : Neu. Transferring Gaming and Simulation Experience to the Real World | Toshiko Kikkawa (u. a.) | Taschenbuch | Translational Systems Sciences | xvi | Englisch | 2026 | Springer | EAN 9789819627578 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.…

  • Langue : anglais

    Edité par Springer, 2026

    9819627575 / 9789819627578

    • Couverture souple

    Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH

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    EUR 195,00

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    Quantité disponible : 1 disponible

    Taschenbuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.…

  • Langue : anglais

    Edité par Springer Nature Singapore, 2025

    9819627540 / 9789819627547

    • Couverture rigide

    Vendeur : AHA-BUCH GmbH, Einbeck, AllemagneAHA-BUCH GmbH

    Vendeur avec une évaluation de 5 étoiles
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    Etat: Neuf

    EUR 195,00

    EUR 35,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible

    Buch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.…

  • Langue : anglais

    Edité par Springer, 2025

    9819627540 / 9789819627547

    • Couverture rigide

    Vendeur : Books Puddle, Woodside, NY, Etats-UnisBooks Puddle

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    EUR 246,43

    EUR 3,56 expédition 
    Expédition nationale : Etats-Unis

    Quantité disponible : 4 disponibles

    Etat : New.

  • Langue : anglais

    Edité par Springer, 2026

    9819627575 / 9789819627578

    • Couverture souple

    Vendeur : Books Puddle, Woodside, NY, Etats-UnisBooks Puddle

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    EUR 257,74

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    Quantité disponible : 4 disponibles

    Etat : New.

  • Langue : anglais

    Edité par Springer, 2025

    9819627540 / 9789819627547

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    Vendeur : Brook Bookstore On Demand, Napoli, NA, ItalieBrook Bookstore On Demand

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    Etat: Neuf

    EUR 134,27

    EUR 8,00 expédition 
    Expédition depuis Italie vers Etats-Unis

    Quantité disponible : Plus de 20 disponibles

    Etat : new. Questo è un articolo print on demand.

  • Langue : anglais

    Edité par Springer Verlag GmbH, 2026

    9819627575 / 9789819627578

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    Vendeur : moluna, Greven, Allemagnemoluna

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    EUR 144,94

    EUR 48,99 expédition 
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    Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Langue : anglais

    Edité par Springer Verlag GmbH, 2025

    9819627540 / 9789819627547

    • Couverture rigide
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    Vendeur : moluna, Greven, Allemagnemoluna

    Vendeur avec une évaluation de 5 étoiles
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    Etat: Neuf

    EUR 144,94

    EUR 48,99 expédition 
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    Quantité disponible : Plus de 20 disponibles

    Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Langue : anglais

    Edité par Springer, Springer Feb 2026, 2026

    9819627575 / 9789819627578

    • Couverture souple
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    Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.

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    EUR 171,19

    EUR 23,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 2 disponibles

    Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book. 272 pp. Englisch.…

  • Langue : anglais

    Edité par Springer, Springer Feb 2025, 2025

    9819627540 / 9789819627547

    • Couverture rigide
    • impression à la demande

    Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.

    Vendeur avec une évaluation de 5 étoiles
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    Etat: Neuf

    EUR 171,19

    EUR 23,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 2 disponibles

    Buch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book. 272 pp. Englisch. …

  • Langue : anglais

    Edité par Springer, Springer Feb 2025, 2025

    9819627540 / 9789819627547

    • Couverture rigide
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    Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000

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    Etat: Neuf

    EUR 171,19

    EUR 60,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible

    Buch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 272 pp. Englisch. …

  • Langue : anglais

    Edité par Springer, Springer Nature Singapore Feb 2026, 2026

    9819627575 / 9789819627578

    • Couverture souple
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    Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagnebuchversandmimpf2000

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    Etat: Neuf

    EUR 171,19

    EUR 60,00 expédition 
    Expédition depuis Allemagne vers Etats-Unis

    Quantité disponible : 1 disponible

    Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book focuses on how to connect the gaming experience to the real world. Looking back at the history of the Simulation and Gaming field, it has offered the solution to social problems such as policy making, decision making for business strategies, education and training, environmental issues, urban planning, or disaster awareness. In other words, Gaming Simulation always has had a close connection to the reality. The interconnected modern societies nowadays have become even more complex and ambiguous, as the UN SDGs goals show. Gaming is one of the suitable tools to suggest ways to achieve our goals in a world of uncertainty. Learning starts by experiencing games and their effects in a safe environment. An important part of the gaming simulation process are methods for a transfer of the game-based learning to and an application within reality. However, connecting the experience to reality is not always facile for all the participants, no matter how comprehensive the debriefing is. In addition to debriefing, further transfer methods and conditions have to be implemented in order to create a real change of behavior and systems. The book's authors tackle the challenge by introducing concrete practices and offering various hints for readers struggling to solve a similar issue. In addition, when applying the experience of gaming, we have to carefully consider several ethical issues, which are also covered in this book.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 272 pp. Englisch. …

  • Langue : anglais

    Edité par Springer, 2025

    9819627540 / 9789819627547

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    Vendeur : Majestic Books, Hounslow, Royaume-UniMajestic Books

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    EUR 259,26

    EUR 7,79 expédition 
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    Quantité disponible : 4 disponibles

    Etat : New. Print on Demand.

  • Langue : anglais

    Edité par Springer, 2025

    9819627540 / 9789819627547

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    Vendeur : Biblios, frankfurt am main, HESSE, AllemagneBiblios

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    EUR 261,88

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    Quantité disponible : 4 disponibles

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  • Langue : anglais

    Edité par Springer, 2026

    9819627575 / 9789819627578

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    Vendeur : Majestic Books, Hounslow, Royaume-UniMajestic Books

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    EUR 271,70

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  • Langue : anglais

    Edité par Springer, 2026

    9819627575 / 9789819627578

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    Vendeur : Biblios, frankfurt am main, HESSE, AllemagneBiblios

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    EUR 274,47

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    Etat : New. PRINT ON DEMAND.