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Papers [1-15] of 100 :: [Page 1 of 7]
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Search results on "DEVELOPMENT SIMULATION GAMES EDUCATION INDUSTRY":

Term Paper # 65406 SHOPPING CART DISABLED
Development and Use of Simulation Games in Education and Industry, 2006.
The purpose of this paper is to promote the development and the use of simulation games for production management both in education and industry.
9,150 words (approx. 36.6 pages), 1 source, MLA, $ 189.95
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Abstract
This paper explores the development and utilization of simulation games in educational and industry contexts. The author explores a variety of different games used to supplement traditional instructional methods, providing detailed technical information about the inner-workings of the interface mechanisms. The author concludes with his recommendations for strengthening simulation games as an essential training and pedagogical tool.
Introduction
Games in Supply Chain Management Area
The SUCH WBS Game
General Information about the Game
The Decision Interface
The Contribution of the Decision Intervals to SUCH WBS
Surfing the Decision Interface
Links to Decision Sheets
"Supply" Link
"Transportation" Link
"Production" Link
"Warehouse Capacity Changes" Link
"Advertising" Link
History Button
The Decision Card
"Update" Button
"Analyze my Decisions" Button
"MRP Help" Button
The Inner Mechanism of the Interface
How Does the Decision Interface Work?
The Main Mechanism ("SHOP.PL")
Conclusion
Appendix A Calculations Done by the Core Script
Raw Material Transportation Cost
Raw Material Purchase Cost
Planned Production
Oat Flour On Hand Calculation
Barley Flakes On Hand Calculation
Rice Flour On Hand Calculation
Finished Good Calculations
Finished Good Transportation Costs
Variable Per Unit Cost
Production Charge
Market Calculations
Advertising Cost
Warehouse Capacity of Raw Material
Finished Goods Public Warehouse Capacities
Finished Goods Private Warehouse Capacity
Warehouse Cost of Raw Material
Other Calculations in the Game
Bibliography

From the Paper
"There are many challenges for the instructors of production management who are eager to enhance the capabilities of the students continuously, in order to develop and adopt new teaching approaches and methods. Not only are most universities under sustained pressure to reduce costs and at the same time increase effectiveness. But new market conditions for industrial enterprises request a closer integration of the various disciplines of production, such as production planning & control, production processes, plant-layout, organizational structure and behavior. Furthermore, the production tasks should be seen in a broader context as related to marketing, product development as well as vendors and suppliers in the supply chain. Emerging production paradigms and principles call for a thorough discussion of potential benefits and limitations."
Term Paper # 66255 SHOPPING CART DISABLED
Business Simulation Games, 2006.
An analysis of simulation games used for business training.
2,800 words (approx. 11.2 pages), 5 sources, MLA, $ 83.95
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Abstract
This paper studies a number of simulation games used by businesses to train and develop the skills of their workforce. The author begins by providing a detailed assessment of the interactive environment, logistics, applications and set-up of four such games: SUCH, MINIMAX, CELCOM21 and ZAPITALISM. Throughout, the author compares and contrasts the games' central features and applicability to different training scenarios. The paper concludes with the author's advice to would-be simulation game developers.

From the Paper
"Sometimes, even in business, a little bit of fun can enhance the learning process. The game ZAPITALISM fits the category of fun while learning. ZAPITALISM is a strategy/fantasy business simulation game. The goal is to make zillions of zables while building a financial empire in the world of Mermadan. This game includes: fully animated graphics; special abilities for each company; adjustable artificial intelligence for computer opponents; hot spot indicators; special events. The game is played against five other companies that are striving for the same goal as the player, expanding the business. This game can be played on the Internet, and is good for college level students who need to learn some basics about business in a fun environment."
Term Paper # 92651 SHOPPING CART DISABLED
The Video Games Industry, 2007.
This paper examines the video games industry and its impact on children today.
2,762 words (approx. 11.0 pages), 9 sources, MLA, $ 82.95
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Abstract
The paper defines how video games encompass a multitude of computer made programs that result in a user-friendly game which can be run on several gadgets such as computers, iPods or mobile telephones. The paper relates that specialists foresee a dramatic increase in the role of video games, leading to many changes. The paper discusses the U.S. Government desire to control the distribution of violent games towards children. The paper also discusses the social consequences prone to affect the consumers of virtual realities which have been widely disputed ever since 1960. The paper discusses how the video game industry is unstable and investors have no certainty that their financial involvement in the process will lead to a successful outcome.

Outline:
Resource Availability
Technical Support
Government Actions
Socioeconomic Trends
Actual Statistics
Marketing the Video Games

From the Paper
"The development resources refer to the personnel in charge of developing the computer programs at the basis on the games, in other words, the development resources are in fact human resources. These people are mostly certified programmers and are divided into six different categories according to their work domain as follows: game programmer, game designer, level designer, game producer, game artist and game tester."
Term Paper # 21121 SHOPPING CART DISABLED
Computer Simulation in Higher Education, 1994.
A discussion of its definition, instructional, research and medical uses, types, examples, innovations, limitations and the future.
2,475 words (approx. 9.9 pages), 30 sources, $ 87.95
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From the Paper
"The purpose of this research is to examine the use of computer simulation in higher education. The plan of the research will be to set forth the principal areas of consideration that are relevant to computer simulation beyond the secondary school level, and then to discuss examples of and current trends in the field of automated simulation of phenomena and activities.


There appear to be two main areas of computer-simulation activity at the university level: for classroom-instructional purposes and for purposes of theoretical or applied research. Within the research purview, product development for educational or for market-oriented purposes may be of concern. There is also evidence of some overlap between the university and private sector, not only regarding product and research development but..."
Term Paper # 99437 SHOPPING CART DISABLED
Educational Computer Games, 2007.
A grant proposal for computer games in the classroom to improve the math, science and engineering skills of students.
1,001 words (approx. 4.0 pages), 2 sources, APA, $ 35.95
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Abstract
This paper presents a grant proposal for a project endeavoring to measure the impact of computer games on problem-solving mathematical and engineering situations faced by children in everyday life. The paper discusses the National Science Foundation's chief aim of uncovering new ways of using information technology to bolster learning and describes how this proposal will meet its criteria.

Table of Contents:
Abstract
Computer Games as a Means of Bolstering Mathematical and Engineering Skills
Need
Goals
Description of the Activity
Evaluation
Key Personnel
Dissemination and Supplemental Materials
Budget

From the Paper
"Goals: The goal of this project is to ascertain the extent to which computer games in the classroom can improve the math, science and engineering skills of students; at the same time, the games will also permit children to interface with computer software and hardware, thereby introducing them to information technology. In this regard, the project clearly satisfies the National Science Foundation's efforts to find new ways of improving the STEM skills of American youth."
Term Paper # 53108 SHOPPING CART DISABLED
Michigan's Gaming Industry, 2004.
Examines the influence that American Indian tribes have on the gaming industry.
7,522 words (approx. 30.1 pages), 12 sources, MLA, $ 165.95
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Abstract
This paper looks at the history of the involvement of Indian tribes in Michigan's gaming industry, government involvement in the industry, and relevant laws enacted. The paper also considers the impact the Indian tribes and their connection to the gaming industry has had on the political scene and the attempts of both political parties to woo the Indian vote by supporting the efforts of various tribes in maintaining and increasing their control of the gaming industry.

From the Paper
"For long, the gaming industry in Michigan has been influenced by the Indian tribes and their constant demands. Over time, regulatory bodies have promulgated various laws detailing gaming procedures and conduct. With the passage of time, the legislature has been from time to time modified so as to accommodate the various demands of Indian tribes. Of late, efforts have been made to usher in public casinos. This has had its serious share of repercussions. In the bargain, public legislative and regulatory bodies have had to perform a balancing act satisfying both advocates of Indian gaming and public gaming outfits. While this has caused a storm in the tea cup, it has also been responsible for steady erosion of the Indian support towards the public legislature. On the whole the economy has due to this move, had its share of fortunes and losses."
Term Paper # 88208 SHOPPING CART DISABLED
The Online Gaming Industry, 2006.
A discussion on the online gaming industry.
900 words (approx. 3.6 pages), 3 sources, $ 35.95
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Abstract
This paper contends that the online gaming industry is essentially divided into two segments, namely, the PC/console type gaming community and the online gambling community. It explains that while these two segments market to different consumers much of the technology and development processes are identical. Additionally, it explores the advances in technology which have made both segments widely accessible to all demographics.

From the Paper
"The online gaming industry is primarily divided into two separate segments: the PC/console type gaming/role playing gaming segment and the online gaming industry that centers on gambling activities (United, 2002). While these segments concentrate on different markets the technologies and business models they operate under are primarily the same in that they both utilize either pay as you play or subscription type revenue models, rely on the internet and its technology backbone, and are continuously developing evermore interactive processes. Industry Development Both of these online gaming segments have at their core a strong foundation in face to face, highly social gaming traditions. Gambling, such as poker, has been around for many thousands of years and PC gaming has at its roots such early role playing games such as Dungeons & Dragons and all of these interpersonal activities have migrated to the Internet in tandem with the spread of the World Wide Web first ..."
Term Paper # 10081 SHOPPING CART DISABLED
Effects of 9-11 on the Gaming Industry, 2002.
This paper explores how the tragic events of 9-11-01 and economic downturn effected, both negatively and positively, the gaming (casino gambling) industry which is big business in the United States.
1,270 words (approx. 5.1 pages), 6 sources, MLA, $ 43.95
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Abstract
This paper states that, immediately after September 11, the negative impact of that day?s horrible terrorist attacks was felt in the gaming industry especially in casinos that are dependent on air travel which decreased markedly. The author feels that, even during tough economic times, Americans tend to gamble more. The paper cites various stock analysis reports that are favorable to the industry.

From the Paper
"Newer, alternative destinations for casinos, however, have helped other gaming industry companies. Slot machine companies like International Game Technology (IGT) have prospered since September 11. As Christopher Palmeri writes, ?Tough economic times often prompt states to seek new sources of revenue, such as casinos. The 1970s brought Atlantic City, and the early 1990s saw riverboat gambling spread in the Midwest. Casino gambling is now being considered in eight states, most notably New York, Pennsylvania, and Kentucky.?
Term Paper # 14881 SHOPPING CART DISABLED
Gaming Industry, 1999.
An overview of the industry, economics, examples, legal issues, investment opportunities, online gaming and outlook.
1,800 words (approx. 7.2 pages), 8 sources, $ 63.95
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Abstract
The gaming industry has long faced challenges in the United States, where the significant revenues to be realized by legitimate business is confronted with the moral outrage exhibited by many traditional American voters. Historically, legalized games of chance where the "house" benefits at the expense of the customer have been limited to certain geographic regions (most notably Nevada and recently Atlantic City),

From the Paper
"Introduction

The gaming industry has long faced challenges in the United States, where the significant revenues to be realized by legitimate business is confronted with the moral outrage exhibited by many traditional American voters. Historically, legalized games of chance where the "house" benefits at the expense of the customer have been limited to certain geographic regions (most notably Nevada and recently Atlantic City), and within other states, to specific types of games or locations (such as riverboat gaming in the midwest or casinos on Native American reservations). The Internet has brought with it a new type of gaming in which customers are able to use their credit cards to purchase chips and gamble from the comfort of their own home. Such online gaming has not escaped notice of the software industry, and new twists ..."
Term Paper # 5560 SHOPPING CART DISABLED
Collaboration between Special Education and General Education Teachers, 2001.
This paper studies inclusion programs and the way general education teachers and special education teachers collaborate when performing them.
1,690 words (approx. 6.8 pages), 11 sources, MLA, $ 54.95
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Abstract
This paper examines the benefits and disadvantages of inclusion programs from the point of view of the student as well as the teacher.
Inclusion means keeping special education students in regular classrooms and bringing the special support services to them. It discusses the affect it has on the children's education and on their parents. It details the types of schools where inclusion is more successful and where it is less successful. It discusses psychological and educational research done on this issue and presents its conclusions. It discusses several relevant education models such as: The itinerant model, used for certain categories of special education and the consultation model, when the teacher remains in one or two buildings with larger numbers of students to serve.

From the Paper
"In schools where collaboration was successfully implemented, the special needs children developed improved social skills, greater motivation to learn, and increased self-esteem. Positive peer relationships developed. In these situations, ?Collaboration brought complementary professional skills to planning, preparation, and delivery of classroom instruction? [Ripley, 1997]. ?The concepts of individualized instruction, multiple learning styles, team teaching, weekly evaluation, and detailed planning are all of direct benefit to students ?[Ripley, 1997] Middle Schools easily lend themselves to the principles of collaboration. Collaboration is an important process of general education of Middle School Students where interdisciplinary teams often share in planning [Hines, 2001]. Middle school structures can be used as a model for special education inclusion."
Term Paper # 101868 SHOPPING CART DISABLED
Industrial Relations and Game Theory, 2007.
This paper applies game theory (GT) to industrial relations, especially in the area of collective bargaining.
1,770 words (approx. 7.1 pages), 12 sources, APA, $ 57.95
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Abstract
This paper explains that industrial relations within the context of the British economy and the character of its workforce have long been dominated by the power and presence of its unions. The author points out that, because of the stakes involved in the collective bargaining negotiations, game theory (GT) and coalition theory, which is a subset of GT, is relied upon to achieve fractional improvements in contract negotiations. The paper relates that game theory (GT) is most often associated with a zero-sum scenario; however, it also encompasses positive-sum and negative-sum scenarios where a party may gain or win without the necessity of an equivalent loser. The author relates that, because of the necessity to form alliances in order to reach consensus among diverse stakeholders, industrial relations often employ a type of GT known as coalition theory,which examines the nature, reasons and underlying dynamics of these coalitions that form in all the various settings. The paper includes graphs.

Table of Contents
Introduction
Game Theory
Industrial Relations and Game Theory
Conclusion

From the Paper
"Of particular value has been research integrating sender-receiver frameworks that analyze how knowledge is transferred, both symmetrically and asymmetrically, with GT whereby advantages gained through asymmetrical knowledge transfer creates zero-sum advantages for one player or the other in an industrial relations setting such as the collective bargaining platform. This concept is explained in terms of being a signal that one side uses to inform the other of a possible solution, such as concessions that can be made on benefits."
Term Paper # 65417 SHOPPING CART DISABLED
Physical Education vs. Educational Achievement, 2006.
This paper discusses the issue of physical education and its relationship to academic proficiency.
3,163 words (approx. 12.7 pages), 10 sources, APA, $ 91.95
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Abstract
This paper examines in-depth the correlation of a sedentary life style and poor academic achievement while stressing the need for implementing a more aggressive approach to physical and nutritional education in America's school systems which would result in greater academic performance. The writer also discusses how the current physical education programs in the nation's schools vary with the affluence of the neighborhoods.

From the Paper
"The problem with teaching nutrition, for example, lies in Inner city schools, where minorities and children from poor families come to get their one solid meal of the day. How do you teach "nutrition" to such deprived children? And, isn't it a fact that mal-nourished and under-nourished children do badly on exams simply because their bodies cannot keep up, and their attention-spans may be limited if by nothing else than hunger pangs. Over-eating, obese children also tend to have some learning problems, because their over-saturated digestive systems tend to make them logy. However, some elementary nutrition subjects must be taught, and they should be considered part of the Health/Physical Education curriculum."
Term Paper # 55760 SHOPPING CART DISABLED
"Inside Game/Outside Game", 2005.
A review of David Rusk's book, "Inside Game / Outside Game: Winning Strategies for Saving Urban America".
1,481 words (approx. 5.9 pages), 2 sources, MLA, $ 48.95
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Abstract
This paper looks at how Rusk's book is an insightful and well-researched addition to the current understanding of urban management and public administration. The writer explains that Rusk argues convincingly that improvement in inner city neighborhoods can only come from a coordinated effort that includes regional approaches to reducing suburban growth, the concentration of poverty, and financial differences.

From the Paper
"In Inside Game / Outside Game, Rusk argues for reform of metropolitan regions based on the interrelationship between urban management and management of other, outside concerns, like taxation, suburban growth, and housing practices. Rusk argues that revitalization of neighborhoods, affordable housing, preservation of open space and fiscal policy reform are closely related. As such, changes in factors like taxation or housing practices can have a profound effect in urban neighborhoods."
Term Paper # 85222 SHOPPING CART DISABLED
Capitalism and Education, 2005.
Examines the idea of capitalism within the educational industry.
900 words (approx. 3.6 pages), 2 sources, $ 35.95
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Abstract
In this paper, it is shown that the modern problem of private industry in education is founded by a lack of public improvements in education much needed by school teachers. Since this need is not being met, the system of outsourcing contracts to private industry is in complete consistency with the premise of capitalism. The paper shows that by realizing the commercialization of education in the media through such examples as Channel One, education has become a commodity that is at once expendable and reliant on profit.

From the Paper
"This study will examine the nature of capitalism that has become a major issue for educational resources within public schools. Through capitalism the idea of 'commodities' becomes the central issue in regards to markets and how they function. Without regulation and proper governmental funding, the quality of education relies upon private industries to initiate better quality through competition. In essence, a capitalist system creates commodities out of education by an over reliance on private industry profits to serve the public needs. The greater reliance on the private industry sector of educational materials and programs has been a growing issue within public schools. The constant under functioning of public schools in relation to books, teacher salaries, and other program needs has been forcing schools to become institutionalized through private educational industry. This dependence relies upon the economic premise of supply and demand, which has been taken over through the private industry."
Term Paper # 95622 SHOPPING CART DISABLED
College Education, 2007.
An analysis of the changing role of college education in society today, emphasizing its role as a business industry rather than an educational institution.
1,224 words (approx. 4.9 pages), 9 sources, MLA, $ 41.95
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Abstract
This paper discusses the changing role of college education in society. The paper suggests that education has become a business industry instead of an educational system and that universities seem to have placed a significant emphasis on public relations and on developing a means of attracting new students. It discusses whether the students have been affected by these transformations and if the tutors' expectations from students have changed to face the expectations of society.

Table of Contents:
Executive Summary
Thesis Statement
U.S. Universities
Current Issues in U.S. Education
Curriculum Issues
Funding Issues
Control Issues
Competitiveness Issues
Changes in the Educational System

From the Paper
"When discussing the curricular area of the subjects to be taught in universities, scholars disagree whether or not religion should be considered a compulsory subject. The religious debate brought about numerous arguments in favor and against and even brought about new conflict situations. For instance, some scholars state that "schools should be nationalized and the curriculum changed to a national standard" (Wikipedia, Education in The United States, 2006)."
"Further more, scholars also disagree on the proposition of teaching all subjects in English, placing more emphasis on evolution and sex education. Some tutors believe that the subject they teach are being neglected and slowly begin to die. For example, "it has been reported that astronomy has not been taught enough in schools." (Astronomical Society of the Pacific, Astronomy Education in the United States). "It has also been reported that geography is not taught enough is schools." (Geography About, Geographic Education and Public Policy)."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>