...goals, not gaming or fun. On the other hand, the ‘entertainment’ strand of children’s software is more geared towards attracting children. By featuring an open-ended, exploratory online environment and fantasy worlds rather than goal-oriented games, the entertainment genre advertises to a more youthful target audience comprised of children who seek adventure, imagination, pleasure, exploration, and creativity, in contrast to the academic strand’s learning and reflecting goals. However, I would like to focus on the last genre, construction. After defining what the constructivist approach symbolizes, I will use the example of the online gaming series, “The Sims,” to show how this genre differs from the academic and entertainment types in terms of content, benefits, and advertising techniques. The construction genre is often also called authoring, for it involves a player who is the writer, builder, or creator. “This constructivist approach focuses less on conveying academic or cultural content and more on providing tools for construction and tinkering… They draw less on explicit educational ideologies or images of play and more on images of mastery and control” (101). This genre integrates both education and entertainment, in a way. The games...
Words: 580 - Pages: 3
...The online business simulaTion game ThaT makes learning fun! Player manual Contents game basics Starting a game Finding your way around 2 3 Core activities Ordering product Making sales Increasing your sales Hiring staff game score Key Indicators Game characters 4 6 Checking progress Current week Stock levels Purchase reporting systems Check effect of promotions Financial reports Customer comments options a-Z system requirements faQ: game sites 7 8 8 9 The online business simulaTion game ThaT makes learning fun! Game basics The Small Business Game is an educational game where you run your own sport franchise store (The Sports Store). Each full game starts at week 1 and moves through to week 52 when the game ends. You can leave and come back at any time – we will save the game from your last week of inputs. A game week is pretty much like any week in a retail sports store business. Each week customers come in, browse and (maybe) buy a product from you. Each week you need to make sure that you have enough stock for people to buy, manage your cash and keep you eye on what is happening. starting a game During the registration process you assigned a team. This selection will set up the branding to be used in the game. Once you have been registered for the game, to get started, follow these steps. Click, ‘play now’ from any screen in the web site. To start a new game, click on the ‘new game’ button. To restart...
Words: 2190 - Pages: 9
...Executive Summary The purpose of writing this report is to evaluate and provide sound advices to the company, Venture Simulation Ltd on its business simulation game, Sim Venture. Several recommendations will be given for future improvements based on the main business areas of the company. In recent years, the business simulation industry is growing rapidly. With outstanding product design and feature, more and more educational institutes and commercial organizations demand the business simulation to provide their students and staffs quality business and entrepreneurship learning. Since there is a potential market opportunity for the product, it is necessary to introduce a new product and implement an aggressive marketing strategy in the existing and new market in order to obtain sustainable competitive advantage for larger market shares. For scaling the venture, the owners emphasize the long lasting customer relationships to enhance the customer loyalty to the product. Effective intellectual property protection strategy must also be executed in order to prevent others from copying the simulation. Finally, several innovative strategies including effective marketing strategy, introduction of new product, penetrations of new markets are strongly recommended for better future business growth. Table of Contents Executive Summary Table of Contents 1. Introduction 1 2. Background of the Company 1 3. Market Opportunity 2 4. Product...
Words: 1924 - Pages: 8
...REAL-TY-COON Alternative method of teaching is a very important tool to encourage students to learn in a fun and meaningful way. Simulation game is one of the ways to achieve that. A simulation game is a dramatic view of real life situations for the serious purpose of learning about real experiences in a controlled environment. Students of CEC from IIM Raipur created and conceptualized a simulation game, REAL-TY-COON. The main objective of the game is to replicate real life scenario of construction business. The game is based on the concept of demand and supply and how market prices of products are determined. The game consisted of 5 set of teams. 4 set of teams played the role of suppliers and 1 played the role of builders. The division of teams was done as follows: Team Type | Teams | No. of Players | Builders | 5 | 4 | Cement Suppliers | 3 | 2 | Sand Suppliers | 3 | 2 | Stone Suppliers | 3 | 2 | Steel Suppliers | 3 | 2 | The game has 5 rounds. In each round, builders have to build a specific building allocated to them. To build any of the buildings, they have to buy adequate amount of cement, stone, steel and sand from the suppliers. They will be provided with fixed initial amount of cash. Builders can approach bank to get additional cash at a fixed rate of 10% which will be applicable for that round only, carrying forward loan for each extra round will attract an additional 5% rate per round. In case the builders are not able to get a deal from the...
Words: 654 - Pages: 3
...OFFICE 229 Weller Hall CAMPUS TELEPHONE 463-5728 E-MAIL ADDRESS Matthew.Sonfield@ hofstra.edu (e-mail messages will receive responses much faster than voice-mail messages) HOME PAGE http://people.hofstra.edu/hu/faculty/matthew_sonfield/ GENERAL INFORMATION Location of Department Office 228A Weller Hall Telephone of Department (516) 463-5726 Department Chairperson Dr. Li-Lian Gao HOFSTRA UNIVERSITY BULLETIN DESCRIPTION OF COURSE A capstone course enabling students to integrate functional area knowledge in order to effect managerial decisions and assume leadership roles in organizations. Theory and concepts are applied using both case analysis and a computer-based business simulation. Topics include: elements of the strategic planning process, such as strategy formulation and implementation; ethics and corporate social responsibility; corporate, business, and functional-level strategy; the relationship between strategy and organizational structure; and strategic control and reward systems. PREREQUISITES OF COURSE Business majors with senior class standing and MGT 101, FIN 101 and MKT 101. (Students who have completed 88 s.h. or above may seek a...
Words: 5257 - Pages: 22
...legends, historical accounts, and modern journalistic reports – and it’s important to note how the nature of those last has changed as our understanding of what qualifies as “journalism” has changed as well. Video games are worth considering in this context, not only because of their pervasiveness but because of their narrative power. They share much in common with film: interaction with them is mediated by a monitor, and they almost always feature a narrative of some kind that drives the action on the screen. However, video games are also different from other forms of media in that they are simulations – they go beyond audio-visual narrative and into at least an attempt to approximate a particular kind of experience. Further, unlike movies and TV, a feature of the experience they offer is active participation. This isn’t to say that movies and TV are passive; they’ve been too often dismissed as such, when viewing those forms of media in fact often involves complex patterns of interpretation and meaning-making. However, the difference is still worth some attention. I want to argue that this difference has particular implications for how we as a largely civilian population understand war and reproduce the meanings we attach to it. Further, I think that how our games tell stories about war reveals some powerful things about how storytelling in war has...
Words: 6876 - Pages: 28
...Management Science Summary Definitions by Subject Game theory * Nash equilibrium * In game theory, the Nash equilibrium is a solution concept of a non-cooperative game involving two or more players, in which each player is assumed to know the equilibrium strategies of the other players, and no player has anything to gain by changing only their own strategy. If each player has chosen a strategy and no player can benefit by changing strategies while the other players keep theirs unchanged, then the current set of strategy choices and the corresponding payoffs constitute a Nash equilibrium. * Stated simply, Amy and Wili are in Nash equilibrium if Amy is making the best decision she can, taking into account Wili's decision, and Wili is making the best decision he can, taking into account Amy's decision. Likewise, a group of players are in Nash equilibrium if each one is making the best decision that he or she can, taking into account the decisions of the others. * Pareto efficiency * Pareto efficiency, or Pareto optimality, is a state of allocation of resources in which it is impossible to make any one individual better off without making at least one individual worse off. The term is named after Vilfredo Pareto (1848–1923), an Italian economist who used the concept in his studies of economic efficiency and income distribution.The concept has applications in academic fields such as economics and engineering. * Given an initial allocation of goods among...
Words: 3775 - Pages: 16
...A Compete Guide For Marketing Simulation Written By Amanath Table of content Executive summary………………………………...3-4 Strategy…………………………………………….5-11 Summary…………………………………………...12 References………………………………………….13 Executive Summary A Compete Guide for Marketing Simulation is written to help future students in winning compete simulation game. Before implementing proposed strategy, students should know answers for following questions: 1) What students should do? Read manual: The student should read “Compete: A Dynamics Marketing Simulation.” Without reading complete manual, you can’t able play simulation game. It gives you an insight on marketing simulation (Compete-background, developing the marketing program and playing compete). 2) What students should know? Student should know about Industry, Market, Company, Product, Regional and Seasonal Sales Fluctuations. This report will help students in preparing sales and marketing strategy. Assume that your company Renaissance Electronics is one of up to five firms operating in an industry that produces and markets state-of-the-art consumer electronic products. Then, you should maintain unique strategy by product by region. This guide gives nine combinations of strategies by product by region. The Compete simulation is very challenging and uncertain game. Each company begin playing compete game with their custom design strategies and makes decisions accordingly. The good decision will result company in healthy...
Words: 2134 - Pages: 9
...General strategy: Be aggressive as it’s a zero-sum game. I think the first pitfall comes from teams who listen to the professor and treat it as a friendly competition, or take the advice to be a quality niche player. It’s possible to take over the market and grab every segment, which has the benefit of choking revenue from other companies while making yours look better. Since you’re trying to be first, your scorecard will establish the class curve and automatically give your team an A. Yes, for probably the only opportunity you will have in college, you receive an A by lowering the grades of your fellow classmates. Enjoy the ride. Round 1: Borrow long term debt to the hilt, and issue max stock and you should have around $56 million to play with. You’ll zoom ahead of your classmates as they’re too timid to fully commit and go all-in. College students in their early twenties have this misconception that low debt is a good thing, probably because they’ve been traumatized by student loans. Companies use debt for positive things such as growth and plant investment, similar to homeowners who take on a mortgage or take out equity on their home; it shouldn’t be seen as a bad thing. Before starting your practice rounds, read your capstone student guide a couple times to familiarize yourself with the game. It’s a desperate situation when you try to intuit or “feel” your way through the game. We had a few teams who didn’t do the research and lost their shirts. Remember what it felt...
Words: 1347 - Pages: 6
...Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below. (a) Using the widely used social science database PsycINFO, we searched for articles which focused on both games and learning. The keywords chosen were “gam*” and either “learn*”, “teach*”, or “educat*” (the wildcard * can stand for any of a defined subset of all possible characters; for example “gam*” includes “game,” “games,” “gaming,” etc.). This generated about 4000 peer-reviewed articles from the earliest date (i.e., before 1960) to the end of 2008. (b) Given that studies conducted a decade ago tended to be less rigorous methodologically or yield obsolete results, we decided to focus our attention on more recent research. Once we narrowed down the time period to the years of 1995 to 2008, about 2400 peer-reviewed articles were left in the...
Words: 6821 - Pages: 28
...BACKWARD DESIGN/DOWNWARD DESIGN CROSS CURICULAR PLANNING MODEL Subjects /Strands: Social Studies : Heritage & Identity: Our Changing Roles and Responsibilities Grade(s): 1 Dates of possible implementation: ________________________ Culminating task due date: ________________ | |What is important for students to know? What are the enduring understandings? What is the big open question to inform learning and link curricula? (consider | |A. BIG IDEA FOR THIS UNIT |starting with big ideas in Science or Social Studies) | | | | | |BIG IDEAS: A person’s roles, responsibilities, and relationships change over time and in different situations. | | |Their own roles, responsibilities, and relationships play a role in developing their identity | | |All people are worthy of respect, regardless of their roles, relationships, and responsibilities. | | ...
Words: 3290 - Pages: 14
...THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS BY: NOR AZILA AWANG ABU BAKAR NAZATUL AZLEEN ZAINAL ABIDIN NORLINA MOHD SABRI MARCH 2008 COPYRIGHT © UiTM Tarikh No. Fail Projek 19 Mac 2008 Penolong Naib Canselor (Penyelidikan) Institut Penyelidikan, Pembangunan dan Pengkomersilan (lRDC) Universiti Teknologi MARA 40450 Shah Alam YBhg. Prof., LAPORAN AKHIR PENYELIDIKAN "THE EFFECTS OF COMPUTER GAMES ON THE ACADEMIC PERFORMANCE OF CSC134 (COMPUTERS AND INFORMATION PROCESSING) STUDENTS IN UiTM TERENGGANU DUNGUN CAMPUS" Merujuk kepada perkara di atas, bersama-sama ini disertakan 2 (dua) naskah Laporan Akhir Penyelidikan bertajuk 'The Effects of Computer Games on the Academic Performance of CSC 134 (Computers and Information Processing) Students in UiTM Terengganu Dungun Campus' oleh kumpulan Penyelidik dari Fakulti Teknologi Maklumat dan Sains Kuantitatif, UiTM Terengganu (kampus Dungun) untuk makluman pihak Prof. Sekian, terima kasih. Yang benar, NOR AZILA AWANG ABU BAKAR Ketua Projek Penyelidikan ii COPYRIGHT © UiTM PROJECT TEAM MEMBERS NOR AZILA AWANG ABU BAKAR Project Leader ................................................: 11 ~ / Sig at t'e . NAZATUL AZLEEN ZAINAL ABIDIN Project Member ~ .............................. . NORLINA MOHD SABRI Project Member ............................................ 1':f?~ Signature iii COPYRIGHT © UiTM . ACKNOWLEDGEMENT First and foremost we thank Allah...
Words: 4089 - Pages: 17
...Random numbers in C++ and The Pythagorean Theorem Name Course Date Random numbers in C++ and The Pythagorean Theorem Introduction Computer programs in light of the technological advances that have been made, arguably make up for the most important concepts in such developments. A set of instructions designed to assist a computer to prefer a given task is referred to as a computer program. There are numerous languages used to create/design computer for instance Java Script, Java, C++, SQL and Sage (Laine, 2013). Computer programming is defined as a process of developing a working set of computer instructions meant to aid the computer in the performance of a given task. Computer programming starts with the formulation of a valid computer problem. This process is then followed by the development of an executable computer program, for instance Firefox Web Brower (Laine 2013). It is worth noting that there are other programs in the same realm. Computer programming is a diverse field that is of utmost importance in the modern world, especially with the continuous expansion of the internet. Perhaps the relevance of this can be underlined by the fact that computer programming has carved out as a course on itself. Computer programming is offered under several courses studied in colleges and universities (Laine, 2013). Computer programming is not only for computer students but for all who use computers on a day to day basis. This is by extension everyone since the...
Words: 9330 - Pages: 38
...1 Introduction Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel of the technological world. Through this research will be able to understand what causes a teenager to explore the world of gaming? How often do teenagers play video games? What type of video games do they play? What do they learn from playing Video games? And finally, How many games do they actually play? This research is solely based on the Grade 6 and High school students of GGCA campus. It only limits the maximum number of 25 students. Any statistical data provided only limits to those 25 students. Further research maybe applied. By reading this research paper you come across terms you may have not seen before. These acronyms and terms are widely used in the gaming community to define game genres or even point of game play. Some examples of terms are: 1. FPS (First Person Shooter) - emphasize shooting and combat from the perspective of the character controlled by the player. 2. TPS (Third Person Shooter) - emphasize shooting and combat from a camera perspective in which the player character is seen at a distance. 3. RPG (Role-Playing Games) - are a video game genre where the player controls...
Words: 1542 - Pages: 7
...Danelski Engl 102-20 November 16, 2012 The Metamorphosis of the Video Game Part I – What I Want to Know and Why I have played video games since I was seven years-old and I have watched it evolve over the years. My father started me off with my first video game system, which was the Super Nintendo. Although the system played off video game cartridges, which were inserted through the top of it, it was very advanced for its time. My siblings and I would play the game Mario Kart for hours on end – with my father joining us every so often. I noticed as months and years went by, that newer systems with better games and better graphics started to come out. The Gameboy Color, which came out in 1998, was the first handheld gaming device that I had the liberty to enjoy playing. Since GameBoy Colors were one of the first handheld videogame systems, making them very expensive, it was rare for kids to have them, so I was one of the lucky few who owned a GameBoy Color. As we moved toward the beginning of the 21st century, newer and sleeker versions of almost every videogame system slowly came out. Sony started out with the PlayStation, which turned into the PlayStation 2. The PlayStation 2 later evolved into the PlayStation 3, which had the technological advancements of an updated hard drive, wireless internet, Bluetooth capabilities, blue ray, Wi-Fi, and wireless motion detected controllers. Microsoft designed its own video game system that would later rival the PlayStation. The company came...
Words: 2725 - Pages: 11