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| Formación en Competencias y Habilidades para la Economía Digital |
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SOBRE LUCASTRAINING BUSINESS GAME
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En esta página podrá encontrar enlaces a los sitios Web de Empresas Consultoras, Portales Verticales, Revistas especializadas, Organismos de la Administración Pública, Asociaciones Profesionales, Centros de Investigación, Comunidades Virtuales, Grupos de Discusión, etc., que recomendamos para ampliar o compleme ntar el contenido del curso. Seriosity: Changing the Game for Enterprise Software Seriosity's mission is to change the way people work together in functions requiring a high level of collaboration, communication and feedback in today's information-intensive business environments. Our software products and services improve collaboration, innovation and leadership by using game principles that create focus and motivation to align personal and corporate goals. Up to now, these design elements have been missing from traditional enterprise software applications. We combine the best of these principles to create a synthetic economy, tailor-made for today's information-intensive enterprise. Combined with our applications to support knowledge workers, the Seriosity solution facilitates a dynamic marketplace of ideas, attention, analysis, persuasion and resource allocation.This synthetic economy is based on a unit of currency called Serios™. Because Serios are in limited supply, people can send meaningful signals about what's important by attaching them to messages. Serios flow among colleagues as they seek attention, give feedback, delegate authority and explore the priorities of others. Association for Business Simulation and Experiential Learning ABSEL is a professional organization whose purpose is to advance learning by encouraging the use, development, research, and assessment of simulations and experiential methods as applicable to the business environment. ABSEL promotes the exploration and adaptation of innovative teaching techniques, new media, and methods of delivering simulation and experiential learning in a global environment. ABSEL also represents the professional and scholarly interests of the members through the sharing and dissemination of leading edge scholarship. International Simulation & Gaming Association ISAGA is an international organization for scientists and practitioners developing and using simulation, gaming and related methodologies. They include: simulation, gaming, role-play, structured experiences, policy exercises, computerized simulation, play, virtual reality, game theory, debriefing, experiential learning, and active learning. They are used in a broad range of professional areas, including: university, industry, government and business. Note: ISAGA is not concerned with gambling. The term "gaming" refers to learning games. Digital Games Research Association Digital Games Research Association (DiGRA) is a non-profit, international association of academics and practitioners whose work focuses on digital games and associated activities. North American Simulation and Gaming Association NASAGA is a growing network of professionals working on the design, implementation, and evaluation of games and simulations to improve learning results in all types of organizations. Started in North America, NASAGA has members from more than 50 countries from around the globe. Membership is open to all. The European Social Simulation Association The European Social Simulation Association was formed in 2003 in order to promote the development of social simulation research, education and application in Europe. ESSA works closely with its American equivalent, NAACSOS and the Pacific Asian Association for Agent-based Approach in Economic & Social Complex Systems, PAAA. The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy. The goal of this site is to catalog the growing number of video and computer games whose primary purpose is something other than to entertain. These are also known as "serious games." "Game" (i.e. video and computer) has become a language --i.e. a medium of expression -- in which almost any idea can be, and is being, expressed. It is our intention to help document this growing phenomenon and list, so that: American Marketing Association: Literature on Class Simulations Articles on games, simulations and classroom software used for marketing education. Each year PricewaterhouseCoopers organises a case study competition for college and university students with excellent English language skills, called the INTERNATIONAL LEADERSHIP SUMMIT (ILS) program. In ILS you can test and build your teamwork and problem-solving skills in a fun environment alongside an international team of approximately 50 other students. The main goal of the program is for participating students to solve a complex and realistic case study. The competition is held in Cyprus. PricewaterhouseCoopers will pay for all costs during your stay, including travel and accommodation. Academy of Management: Strategy Simulation Web Sites Links to a number of Strategy Simulation websites. Global Edge: Exercises and Simulations This section provides information about interactive exercises, games and simulations created to enrich the classroom experience. Each listing is also accompanied by the format of the exercise or simulation; software, web-based, role-playing, or other. The exercise needs to have a substantial international component to qualify for inclusion The listings are sorted alphabetically by publishing company. Society for the Advancement of Simulation and Gaming in Education and Training Formed in 1970, SAGSET is a voluntary professional society dedicated to improving the effectiveness and quality of learning through the use of interactive learning, role-play, simulation and gaming. In this regard, its membership is of interest to: academics trainers, teachers, educational institutions, training providers, suppliers of simulations & games. Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice & Research For over 30 years, Simulation & Gaming has served as a leading international forum for the study and discussion of simulation/gaming methodology used in education, training, consultation, and research. This quarterly journal examines the methodologies and explores their application to real-world problems and situations. Institute for Creative Technologies The USC ICT focuses on developing the art and technology for creating synthetic experiences that are so compelling participants will react as if they are real. The institute will bring verisimilitude - the quality or state of appearing to be true -to synthetic experiences. This can produce a revolution in how the military trains and how it rehearses for upcoming missions, two critical military needs. It provides the opportunity for a quantum leap in helping the Army prepare for the world, soldier, organization, weaponry, and mission of the future. The institute will also advance a compelling new medium for (at least) entertainment, education, arts, and travel. The institute will collaborate actively with the entertainment industry (comprising film, TV, interactive gaming, etc.) from the start, and possibly other industries later. The ICT will serve as a means for the military to learn about, and benefit from, the technologies that are being developed in the entertainment industry, and for transferring technologies from the entertainment industry into the military. The institute will also work with creative talent from the entertainment industry in order to adapt their concepts of story and character to increasing the degree of immersion experienced by participants in synthetic experiences. ICT will develop the art and technology for synthetic experiences that are so compelling participants will react as if they are real. Participants will be fully immersed physically, intellectually, and emotionally. They will be capable of full three-dimensional mobility. Their behavior will be propelled through engrossing stories stocked with engaging characters who may be either simulated or manned -the high quality of the simulated characters along with the provision of plug compatibility will make it impossible to distinguish. They will interact with the experiences as if they are real. In 1999, a small group of people in Tucson, Arizona inaugurated a research collective called the Learning Games Initiative (LGI). The purpose of the collective was to examine computer games (arcade, console, PC, and handheld) in order to better understand their cultural and pedagogical import. LGI has since grown into an interdisciplinary and inter-institutional research group: not only are numerous University of Arizona departments represented (by faculty, staff, graduate and undergraduate students), but so too are scholars and researchers from a dozen other U.S. and international universities, as well all sorts of community organization and business leaders. Over the past seven years, LGI has generated many productive and well-received collaborations, all of which focus on at least one of three guiding principles: Study-Teach-Build. Our members have led workshops at national conferences; presented numerous academic talks; written books, book chapters, journal articles, and other scholarly materials; organized the first annual Academic Gaming Symposium; and created an online game studies bibliography that contains well over two-thousand entries. In addition, LGI directs the International Digital Media and Arts Association's special interest group on game studies, and we are currently in the process of building a new game, Aristotle's Assassins , a demo of which is now available. LGI's research and teaching is designed to fashion bridges among departments, academic and community organizations, and educational institutions around the world. Feel free to explore this site, and contact us if you'd like to participate in our projects or to let us know about your similar work! Business Game: Curso Lecturas Recomendadas Documentos Herramientas |
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