Simulations And Games In Industry Education
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Simulations And Games In Industry Education
Simulation-based learning refers to the use of simulations (models of problems or events) and games as a means to deliver curriculum and education. This technique serves as a supplement, or an alternative to traditional classroom education. Simulation-based learning arose from the need for more interactive and immersive forms of learning in order to deliver education in high-skill fields, such as manufacturing, healthcare, and aviation. In many industrial sectors, risky conditions and occupational hazards make hands-on education difficult to deliver, limiting the scalability of traditional educational methods in industrial settings. As such, simulations and games can be used to train workers in a digital environment where there is limited risk to safety and equipment that may be present in the real environment. Background Simulations, which are used to model certain situations, have been used by humans for many centuries. In the 1900s BCE, Ancient Babylonian doctors used clay liv ...
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Simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computer simulation, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functio ...
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Boeing 377 Stratocruiser
The Boeing 377 Stratocruiser was a large long-range airliner developed from the C-97 Stratofreighter military transport, itself a derivative of the B-29 Superfortress. The Stratocruiser's first flight was on July 8, 1947. Design features included passenger decks and a pressurized cabin. It could carry up to 100 passengers on the main deck plus 14 in the lower deck lounge; typical seating was for 63 or 84 passengers or 28 berthed and five seated passengers. The Stratocruiser was larger than the Douglas DC-6 and Lockheed Constellation and cost more to buy and operate. Its reliability was poor, mainly due to problems with the four 28-cylinder Pratt & Whitney R-4360 Wasp Major radial engines and structural and control problems with their propellers. Only 55 377s were built for airlines, along with the single prototype. One was converted into the Aero Spacelines Pregnant Guppy by John M. Conroy for NASA’s Gemini space program. Design and development The Boeing 377 Stratocr ...
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Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the Reality–virtuality continuum, reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly creat ...
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Training Simulation
In business, training simulation (also known as Simulation-based training) is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. They are also common in academic environments as an integrated part of a business or management course. The word simulation implies an imitation of a real-life process, usually via a computer or other technological device, in order to provide a lifelike experience. This has proven to be a reliable and successful method of training in thousands of industries worldwide. They can be used both to allow specialization in a certain area, and to educate individuals in the workings of the sectors as a whole, making training simulations versatile. Training simulations are not just games; their aim is to educate and inform in an exciting and memorable way, rather than purely to ...
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Simulations And Games In Economics Education
A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange". Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality). A game is a simulation game if its rules refer to an empirical model of reality". A properly built simulation game used to teach or learn economics would closely follow the assumptions and rules of the theoretical models within this discipline. __TOC__ In economics education Economics education studies recommend the adoption of more active and collaborative learning methodologies (Greenlaw, 1999). Simkins (1999) stated "… ''teaching practices, which rely heavily on the lecture format, are not doing enough to develop students' cognitive learning skills, attract good students to economics, and motivat ...
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Semiconductor Industry Association
The Semiconductor Industry Association (SIA) is a trade association and lobbying group founded in 1977 that represents the United States semiconductor industry. It is located in Washington, D.C. About The Semiconductor Industry Association (SIA) positions itself as the voice of the U.S. semiconductor industry. This is one of America's top export industries and a driver of American economic strength, national security and global competitiveness. Founded in 1977 by five microelectronics pioneers Wilfred Corrigan of Fairchild Semiconductor, Robert Noyce of Intel Corporation, Jerry Sanders of Advanced Micro Devices, Charles Sporck of National Semiconductor Corporation and John Welty of Motorola, SIA unites companies that account for 80 percent of America’s semiconductor production. Through this coalition, SIA seeks to strengthen US leadership of semiconductor design and manufacturing by working with Congress, the Administration and other key industry stakeholders to encoura ...
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Photolithography
Photolithography (also known as optical lithography) is a process used in the manufacturing of integrated circuits. It involves using light to transfer a pattern onto a substrate, typically a silicon wafer. The process begins with a photosensitive material, called a photoresist, being applied to the substrate. A photomask that contains the desired pattern is then placed over the photoresist. Light is shone through the photomask, exposing the photoresist in certain areas. The exposed areas undergo a chemical change, making them either soluble or insoluble in a developer solution. After development, the pattern is transferred onto the substrate through etching, chemical vapor deposition, or ion implantation processes. Ultraviolet, Ultraviolet (UV) light is typically used. Photolithography processes can be classified according to the type of light used, including ultraviolet lithography, deep ultraviolet lithography, extreme ultraviolet lithography, extreme ultraviolet lithography ...
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Semiconductor Industry
The semiconductor industry is the aggregate of companies engaged in the design and fabrication of semiconductors and semiconductor devices, such as transistors and integrated circuits. Its roots can be traced to the invention of the transistor by Shockley, Brattain, and Bardeen at Bell Labs in 1948. Bell Labs licensed the technology for $25,000, and soon many companies, including Motorola (1952), Schockley Semiconductor (1955), Sylvania, Centralab, Fairchild Semiconductor and Texas Instruments were making transistors. In 1958 Jack Kilby of Texas Instruments and Robert Noyce of Fairchild independently invented the Integrated Circuit, a method of producing multiple transistors on a single "chip" of Semiconductor material. This kicked off a number of rapid advances in fabrication technology leading to the exponential growth in semiconductor device production, known as Moore's law that has persisted over the past six or so decades. The industry's annual semiconductor sale ...
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Drilling
Drilling is a cutting process where a drill bit is spun to cut a hole of circular cross section (geometry), cross-section in solid materials. The drill bit is usually a rotary Cutting tool (machining), cutting tool, often multi-point. The bit is Pressure, pressed against the work-piece and rotated at rates from hundreds to thousands of revolutions per minute. This forces the cutting edge against the work-piece, cutting off Swarf, chips (swarf) from the hole as it is drilled. In Rock (geology), rock drilling, the hole is usually not made through a circular cutting motion, though the bit is usually rotated. Instead, the hole is usually made by hammering a drill bit into the hole with quickly repeated short movements. The hammering action can be performed from outside the hole (top-hammer drill) or within the hole (down-the-hole drill, DTH). Drills used for horizontal drilling are called drifter drills. In rare cases, specially-shaped bits are used to cut holes of non-circular cro ...
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Digital Twin
A digital twin is a digital model of an intended or actual real-world physical product, system, or process (a ''physical twin'') that serves as a digital counterpart of it for purposes such as simulation, integration, testing, monitoring, and maintenance. A digital twin is set of adaptive models that emulate the behaviour of a physical system in a virtual system getting real time data to update itself along its life cycle. The digital twin replicates the physical system to predict failures and opportunities for changing, to prescribe real time actions for optimizing and/or mitigating unexpected events observing and evaluating the operating profile system. Though the concept originated earlier (as a natural aspect of computer simulation generally), the first practical definition of a digital twin originated from NASA in an attempt to improve the physical-model simulation of spacecraft in 2010. Digital twins are the result of continual improvement in modeling and engineering. I ...
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Asset
In financial accounting, an asset is any resource owned or controlled by a business or an economic entity. It is anything (tangible or intangible) that can be used to produce positive economic value. Assets represent value of ownership that can be converted into cash (although cash itself is also considered an asset). The balance sheet of a firm records the monetaryThere are different methods of assessing the monetary value of the assets recorded on the Balance Sheet. In some cases, the ''Historical Cost'' is used; such that the value of the asset when it was bought in the past is used as the monetary value. In other instances, the present fair market value of the asset is used to determine the value shown on the balance sheet. value of the assets owned by that firm. It covers money and other valuables belonging to an individual or to a business. ''Total assets'' can also be called the ''balance sheet total''. Assets can be grouped into two major classes: Tangible property, tangib ...
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Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the Reality–virtuality continuum, reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly creat ...
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