Sensor-based synthetic actors in a tennis game simulation

1998 ◽  
Vol 14 (4) ◽  
pp. 193-205 ◽  
Author(s):  
Hansrudi Noser ◽  
Daniel Thalmann
2019 ◽  
Vol 3 (2) ◽  
pp. 129
Author(s):  
Septin Puji Astuti ◽  
Ardhi Ristiawan ◽  
Annida Unnatiq Ulya ◽  
Purwono Purwono ◽  
Nurwulan Purnasari

Environmental education creates environmental behaviour of people. Children are social agent who plays prominent role for shaping future life. In order to create environmental consciousness generation environmental education should be delivered to children. This paper reports community engagement activity through providing environmental education for first to third grade of primary school children. The delivery process of environmental education to children was transferred through movies and games. Two movies were played to children have attracted them to understand of the prominent of putting trash to the right litter bin. Meanwhile, game simulation for practicing waste separation resulted 96% of children were able to put rubbish in the right litter: organic, paper and plastic litter. Children who did wrong argue that they made mistakes due to time limit which influenced them to put to the right litter.


1985 ◽  
Vol 66 (12) ◽  
pp. 1521-1524
Author(s):  
Greg J. Holland ◽  
I. A. Berzins ◽  
Robert T. Merrill

2021 ◽  
Vol 40 (2) ◽  
pp. 495-507
Author(s):  
Muhamad Ahsan ◽  
Aun Falestien Faletehan

One of the ways to raise an entrepreneurial spirit through learning processes is the use of game simulation. Learning materials delivered using game simulation are expected to improve knowledge, understandings, and insights related to entrepreneurship. This study aimed to examine individual’s understanding of game-based entrepreneurship learning based on the expressions of like and dislike. Data of this study were collected by means of an open-ended questionnaire through a survey conducted for nine years (2011-2019). As many as 441 students participated in the entrepreneurship game called “Start and Improve Your Business (SIYB)” at a university in Indonesia. The collected data were analyzed qualitatively using NVivo 12plus. The results showed that participants liked the game because it could increase their entrepreneurial passions, skills, insights, and mindsets. However, what participants did not like about the game was related to its’ characteristics, the personal issues that it came out with, and the teamwork in the game. This study contributes to the development of a game-based entrepreneurship learning model by identifying participants' interests and discussing the strengths and weaknesses of the game implementation.  


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