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Simulation and Gaming
The VRML 2.0 sourcebook (2nd ed.)
The VRML 2.0 sourcebook (2nd ed.)
The virtual M&S Lyceum: a consortium for modeling and simulation technology
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Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 1
Simulation: technologies in the new millennium
Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 1
Web-based simulation visualization using Java3D
Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 2
Strategic directions in simulation research (panel)
Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 2
Proceedings of the 35th conference on Winter simulation: driving innovation
Multiple worlds in simulation games for spatial decision making: concept and architecture
Proceedings of the 40th Conference on Winter Simulation
A multi-agent simulator for teaching police allocation
IAAI'05 Proceedings of the 17th conference on Innovative applications of artificial intelligence - Volume 3
A multimedia authoring framework for computer-based education
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
A workflow based process visual analyzer (ProVisZer) for teaching and learning
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Conceptual modeling for simulation-based serious gaming
Decision Support Systems
A System Dynamics Approach to Changing Perceptions about Thermal Water Quality Trading Markets
International Journal of Information Systems and Social Change
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In this work we want to show the importance of visualization, interfaces and re-design techniques through 3D modeling, animations and VRML in the developing of the simulation games for education or training purposes in a production environment. We also present some theories, concepts and a classification of different games on a two-dimensional map for displaying the variety of games and as a way for selecting a game that is appropriate to a specific pedagogical situation, in the wide taxonomy context of the learning and education programs for a cooperative learning. Finally we also present some features of an simulation game, for the production management of a product (Printed Circuits Boards) in order the trainees practice the main stages in the manufacture of this product, through the platform of WWW and the techniques already presented in this text for a high level of performance. The analysis and data sharing is actually in gather action because this is a work that is in progress.