...Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2008 Five Forces Driving Game Technology Adoption Roger D. Smith U.S. Army Program Executive Office for Simulation, Training, and Instrumentation Orlando, FL roger.smith14@us.army.mil ABSTRACT The computer gaming industry has begun to export powerful products and technologies from its initial entertainment roots to a number of “serious” industries. Games are being adopted for defense, medicine, architecture, education, city planning, and government applications. Each of these industries is already served by an established family of companies that typically do not use games or the technologies that support them. The rapid growth in the power of game technologies and the growing social acceptance of these technologies has created an environment in which these are displacing other industry-specific computer hardware and software suites. This paper introduces five specific forces that compel industries to adopt game technologies for their core products and services. These five forces are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation. Together these influence the degree and rapidity at which game technologies are adopted in a number of industries. The military simulation industry is just one of the many industries that are being impacted by these technologies and the five forces are affecting it just as they are many other...
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...Manufacturing With Simulations and Games: A Survey and Future Directions Fazleena Badurdeen1, Philip Marksberry1, Arlie Hall1, and Bob Gregory1 Simulation & Gaming 41(4) 465–486 © 2010 SAGE Publications Reprints and permission: http://www. sagepub.com/journalsPermissions.nav DOI: 10.1177/1046878109334331 http://sg.sagepub.com Abstract Problem-based learning focuses on small groups using authentic problems as a means to help participants obtain knowledge and problem-solving skills. This approach makes problem-based learning ideal for teaching lean manufacturing, which is driven by a culture of problem solving that values learning as one key output of manufacturing production. Thus, simulations that organize participants in teams for realistic manufacturing production problem solving are widespread as a way to use problembased learning to teach lean manufacturing. But a critical assessment of existing simulations for lean manufacturing instruction has been lacking. Accordingly, a literature survey is conducted and existing simulations are classified according to their emphasis on lean tools or the overall lean system; the degree of their focus on soft skills, if any; and their area of application, whether academic or industry. Four gaps are found in existing simulation designs: lack of stress on soft skills, a mistaken focus on “linear lean,” misunderstanding of the key role of the facilitator, and lack of realism. Future directions for study and improvement in lean simulation design...
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... 1.1 Purpose The aim of this work is the demonstration of the acknowledgment through experience, that lead efficiently to the training course of an organizations, particularly in the purchasing and developing “transversal competences” defined by the Institute for Development of Vocational Training for Workers as a “wide whole of person’s skills, not linked to a particular process or job placement, but to the cognitive and thinking processes, in the procedures of behaviours in social and work environment, and consequently to the ability to reflect and use learning strategies and auto correction of conduct”. The transversal competences include the ability of diagnose, relations, communication, problem solving and decision; in general they can include all the personal attitudes of an individual that play when he meets the requirements of work environment, that both with the technical skills are indispensable to reach an efficacy performance. The difference between the personal attitudes and the technical ones are that the first cannot be acquired for from the extern through academic and scholastic process, but they are an intrinsic characteristic of an individual, as an integral and durable part of his personality. To develop this soft skills, in particular the relational and behavioural ones, it is necessary to refer to a new type of training a new didactic approach that propose significant experiences that are going to carve on the emotional sphere, and their personal profile...
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...education and training when properly designed and implemented. Recent computer developments in hardware and software enhance the effectiveness and reduce the cost of CAI. We review recent developments, using CAI programs designed and developed by the writers as examples. Experience with the use of CAI in a large general contracting and construction management firm is also reported. Our survey concludes that CAI can now be widely adopted for training and education supplements in civil engineering. INTRODUCTION In the past few decades, n u m e r o u s enthusiasts have predicted a revolution in education through the adoption of computer aided instruction (CAI). While the CAI revolution m a y still b e distant, some n e w developments make CAI a practical and extremely beneficial supplement for education a n d on-the-job training in civil engineering. For example: • Construction executives use a microcomputer-based business game to develop and test m a n a g e m e n t strategies as part of Stanford University's continuing education program (2). Each student is challenged to create a profitable contracting firm in the game, b u t the real payoff comes from n e w insights into techniques a n d strategies. • Employees at Mellon-Stuart Company, a large general contracting and construction m a n a g e m e n t firm, routinely use a microcomputerbased tutorial on the use of the company's computerized scheduling system. The tutorial illustrates the action of the scheduling system and reflects...
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...Foreign Literature Computer Games Computers are used in entertainment for a very long time since 1970’s. Video games are used as a significant source for young generation such as children, teenagers and young adults in entertainment industry. Nowadays, computer games are played on not only PC’s but also on different gaming platforms like Xbox, Nintendo Wii and on mobile devices such as hand phones and PDA’s. This makes computer games much wider and popular. (Mitchell & Savill-Smith, 2009) Playing is one of characteristics of human. People learn serious information during playing computer games while feeling pleasure. Computer and video games become one the most popular activity for leisure times of young people in both western and Asian societies. (Vorderer, 2010) Positive and negative effects of computer games are discussed heavily especially on teenagers. Negative effects include headaches, eye problems, chest pain, and fatigue. Also game play causes sleep deprivation associated with eyes and 4 muscle problems. Playing computer games also create damage to social life by causing decrease on socialness and less positive behavior towards society. (Griffiths, 2010) Beside of negative effects, computer games also have serious benefits for players. There are many researches made for using computer games as an instrument in education and positive effects on skills like reading and mathematical thinking are discovered. Also participating computer games create a new community among...
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...4. Employee Training and Development , Knowledge Level: Novice, Keywords: employee, training Read more: 4. Employee Training and Development Get more information on Entrepreneurship The quality of employees and their development through training and education are major factors in determining long-term profitability of a small business. If you hire and keep good employees, it is good policy to invest in the development of their skills, so they can increase their productivity. Training often is considered for new employees only. This is a mistake because ongoing training for current employees helps them adjust to rapidly changing job requirements. Purpose of Training and Development Reasons for emphasizing the growth and development of personnel include • Creating a pool of readily available and adequate replacements for personnel who may leave or move up in the organization. • Enhancing the company's ability to adopt and use advances in technology because of a sufficiently knowledgeable staff. • Building a more efficient, effective and highly motivated team, which enhances the company's competitive position and improves employee morale. • Ensuring adequate human resources for expansion into new programs. Research has shown specific benefits that a small business receives from training and developing its workers, including: • Increased productivity. • Reduced employee turnover. • Increased efficiency resulting in financial...
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...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...
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...using the technology of today, in the classroom today The Instructional Power of and How Teachers Can Leverage Them Eric Klopfer, Scot Osterweil, Jennifer Groff, Jason Haas an Education Arcade paper The Education Arcade Massachusetts Institute of Technology Eric Klopfer, Scot Osterweil, Jennifer Groff, Jason Haas © copyright 2009 http://creativecommons.org/licenses/by/3.0 I nt r od uc ti on What is good learning? That may be a subjective question. But it’s likely that many educators would give answers that fall in the same ballpark… …students collaborating and discussing ideas, possible solutions… …project-based learning, designed around real world contexts… …connecting with other students around the world, on topics of study… …immersing students in a learning experience that allows them to grapple with a problem, gaining higher-order thinking skills from pursuing the solution… To many educators, these notions are music to their ears. Would it seem terribly strange then to hear that students indeed are doing these things regularly outside of their classrooms? While Timmy or Susie may not be running home from school saying, “What fun, deeply-engaging learning experience can we do today?”, they are engaging with new technologies that provide them with the same opportunities. Every day, many students are spending countless hours immersed in popular technologies—such as Facebook or MySpace, World of Warcraft, or Sim City—which at first glance may...
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...The strategy simulation game is to provide insightful information with different scenarios which help in understanding the differences in different market structures of monopoly, oligopoly, monopolistic competition, and perfect competition. The overall goal of the simulation games is to maximize Quasar’s profits and be competitive by making decision on strategies in dynamic market conditions. Simply, the total revenue minus the total costs is the method to calculate a firm’s profit. However, the company also has to consider how the sales price will affect the demand. The simulation game shows that when the price is set too high, the demand will be low, vice versa. When the company set the price within the average total cost curve and the demand curve, the company can expect profit and the company can expect the profit is maximized where marginal cost equal marginal revenue. In addition, the company’s strategic decision can also affect the result in total profit and overall sales. The key of the simulation is to find out how the company should react or modify its strategy when it enters different structures of market. In the monopoly market, even though the company offers unique product and dominant the market, the pricing decision can also affect the demand. The pricing scenario is to set the price at $2550.00 to receive the maximized profit of $1.29 billion where the marginal cost equals the marginal revenue. The first scenario is the company in s a process of deciding...
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...using the technology of today, in the classroom today The Instructional Power of and How Teachers Can Leverage Them Eric Klopfer, Scot Osterweil, Jennifer Groff, Jason Haas an Education Arcade paper The Education Arcade Massachusetts Institute of Technology Eric Klopfer, Scot Osterweil, Jennifer Groff, Jason Haas © copyright 2009 http://creativecommons.org/licenses/by/3.0 What is good learning? That may be a subjective question. But it’s likely that many educators would give answers that fall in the same ballpark… …students collaborating and discussing ideas, possible solutions… …project-based learning, designed around real world contexts… …connecting with other students around the world, on topics of study… …immersing students in a learning experience that allows them to grapple with a problem, gaining higher-order thinking skills from pursuing the solution… To many educators, these notions are music to their ears. Would it seem terribly strange then to hear that students indeed are doing these things regularly outside of their classrooms? While Timmy or Susie may not be running home from school saying, “What fun, deeply-engaging learning experience can we do today?”, they are engaging with new technologies that provide them with the same opportunities. Every day, many students are spending countless hours immersed in popular technologies—such as Facebook or MySpace, World of Warcraft, or Sim City—which at first glance may seem like a waste of time, and...
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...08. | Md. Tushar Mahmud | 1120065 | | Abstract: Employee training and development play an important role in the effectiveness of organizations and to the experiences of people in work. Training has implications for productivity, health and safety at work and personal development. The global competition and swiftness of changes emphasize the importance of human capital within organizations, as well as the swiftness and ways of knowledge gaining of that capital. In the economy where uncertainty is the only certainty, knowledge is becoming a reliable source of sustained competitive advantage. Knowledge is becoming basic capital and the trigger of development. Previously built on foundations of possessing specific resources and low costs, present day competition is based on knowledge possessing and efficient knowledge management. Modern organizations, therefore use their resources (money, time, energy, information, etc.) for permanent training and advancement of their employees. Organizations which are constantly creating new knowledge, extending it through the entire organization and implementing it quickly inside the new technologies, develop good products and excellent services. Employees tends to become absolute, and therefore making the need to adapt to the continuous learning and updating of the skill and knowledge invaluable, due to the organizational, technological and social dynamics. Thus, in order for organizations to achieve optimum returns from...
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...PERU E. M COLLINS COMMUNICATIONS SKILLS TERM PAPER ARGUEMENTATION STUDENT ID NO: D33/34238/2010 AN ARGUMENTATIVE RESEARCH PAPER ON RESEARCH TOPIC: WHAT IS SCIENCE? TOPIC: Dispelling Misconceptions; Physical and Natural Sciences are not superior over Social Sciences. TABLE OF CONTENTS Abstract. 3 Introduction 4 Recommendations 22 REFERENCES 25 Abstract. Science in general is a great and highly developed human enterprise. Its intricacies are clearly not limited to the scientists alone, but it is essential for the entire human race. If we think of science as a space within the larger space of society then it is at the interfaces between these two spaces that human beings are involved with science. To see this interface clearly from the space of science is not the same as seeing it as a mere collection of facts that should be construed to be true and nothing but the truth. Science is beyond facts, ideals and thoughts. It is a process and a model that has undergone tests, been tried, reviewed and accepted as a true representation of the processes and occurrences in the natural world However, due to the broad nature of science, and the work, time and resources involved in pursuit of knowledge in different science fields which entails different interests, and thereby different values too; and the different...
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...Review 3 SAP- Company ,products/services and benefits 3 Article review: Enterprize resource planing in reengineering business…………….....6 Reflective piece 2: Impact of Internet Technology on ERP 7 Benefits and adrawbacks of Web - based ERP systems 8 Reflective Piece 3: Understanding of ERPsim Game 10 Reflective Piece 4: Data mining and competitive advantage 12 Applications of Data mining 13 Reflective Work 5: ERP Sim Experience 15 List of References 17 List of Tables Table 1. SAP Business suite applications 3 Table 2. List of benefits and drawback of ERP systems 5 Table 3. Benefits and drawbacks of web - based ERP systems 9 Table 4. Individual roles of the group members 10 REFLECTIVE PIECE 1 – SAP and Article Review SAP- SAP – company, products/service and benefits Formed in 1972, SAP (Systems, Applications, and Products in Data Processing) is seen today as the largest inter-enterprise software firm in the global market. Due to the wide range of products that they have, SAP has become the third largest independent software solutions supplier for businesses. The headquarter of the company is located In Walldorf, Germany, However, they have subsidies in over 50 countries and thousands of customers in more than 150 different countries. SAP is present in the America's, Asia and Europe (SAP 2012). SAP provides a Business Suite which is a package of applications that offers companies the opportunity to integrate information and processes...
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...Approaches to Process Performance Modeling: A Summary from the SEI Series of Workshops on CMMI High Maturity Measurement and Analysis Robert W. Stoddard II Dennis R. Goldenson January 2010 TECHNICAL REPORT CMU/SEI-2009-TR-021 ESC-TR-2009-021 Software Engineering Measurement and Analysis Unlimited distribution subject to the copyright. http://www.sei.cmu.edu This report was prepared for the SEI Administrative Agent ESC/XPK 5 Eglin Street Hanscom AFB, MA 01731-2100 The ideas and findings in this report should not be construed as an official DoD position. It is published in the interest of scientific and technical information exchange. This work is sponsored by the U.S. Department of Defense. The Software Engineering Institute is a federally funded research and development center sponsored by the U.S. Department of Defense. Copyright 2010 Carnegie Mellon University. NO WARRANTY THIS CARNEGIE MELLON UNIVERSITY AND SOFTWARE ENGINEERING INSTITUTE MATERIAL IS FURNISHED ON AN "AS-IS" BASIS. CARNEGIE MELLON UNIVERSITY MAKES NO WARRANTIES OF ANY KIND, EITHER EXPRESSED OR IMPLIED, AS TO ANY MATTER INCLUDING, BUT NOT LIMITED TO, WARRANTY OF FITNESS FOR PURPOSE OR MERCHANTABILITY, EXCLUSIVITY, OR RESULTS OBTAINED FROM USE OF THE MATERIAL. CARNEGIE MELLON UNIVERSITY DOES NOT MAKE ANY WARRANTY OF ANY KIND WITH RESPECT TO FREEDOM FROM PATENT, TRADEMARK, OR COPYRIGHT INFRINGEMENT. Use of any trademarks in this report is not intended in any way to infringe on...
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...most pedagogies allow students to learn experientially to some extent, an attempt will be made to distinguish those approaches which would be more likely to facilitate experiential learning. While the title of the chapter implies a focus on learning (the student perspective), to a large extent the chapter actually focuses on the structuring of the experience (the teacher perspective). What the student takes away from a particular experience is often idiosyncratic to his/her perceptions of the experience, and is somewhat outside the control of the instructor. The 1 The AACSB Memorandum (Carter et al. 1986) used a slightly different version; Tell me and I’ll forget. Show me and I’ll remember. Involve me and I’ll understand. Guide to Business Gaming and Experiential Learning, 1990 9 10...
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