The Experts below are selected from a list of 327 Experts worldwide ranked by ideXlab platform
Clarindo Isaías P. S. Pádua - One of the best experts on this subject based on the ideXlab platform.
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FIE - The issues of adopting Simulation Games in software engineering classes
2015 IEEE Frontiers in Education Conference (FIE), 2015Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:Previous researches have pointed out that Simulation Games can be an effective tool for enhancing the students' motivation to learn and understand complex subjects. Although the decision to use a Simulation game is made mainly by the instructor, the students' perceptions are also important in order to support its usage. The increasing interest in educational Simulation Games motivates us to investigate relevant factors that influence the adoption of Simulation Games in Software Engineering courses. Based on a theoretical adoption model and on the evaluation of a specific Simulation game, we identified crucial aspects beyond the ones usually considered, such as incorporating more industrial settings phenomena and pedagogical elements. These aspects are not always considered in Software Engineering Simulation Games, as we identified after an evaluation. Therefore, we concluded that this class of Simulation Games does not address suitably the adoption attributes that we found relevant.
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The issues of adopting Simulation Games in software engineering classes
2015 IEEE Frontiers in Education Conference (FIE), 2015Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:Previous researches have pointed out that Simulation Games can be an effective tool for enhancing the students' motivation to learn and understand complex subjects. Although the decision to use a Simulation game is made mainly by the instructor, the students' perceptions are also important in order to support its usage. The increasing interest in educational Simulation Games motivates us to investigate relevant factors that influence the adoption of Simulation Games in Software Engineering courses. Based on a theoretical adoption model and on the evaluation of a specific Simulation game, we identified crucial aspects beyond the ones usually considered, such as incorporating more industrial settings phenomena and pedagogical elements. These aspects are not always considered in Software Engineering Simulation Games, as we identified after an evaluation. Therefore, we concluded that this class of Simulation Games does not address suitably the adoption attributes that we found relevant.
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FIE - Evaluating software engineering Simulation Games: The UGALCO framework
2014 IEEE Frontiers in Education Conference (FIE) Proceedings, 2014Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:The increasing interest in Software Engineering Simulation Games leads to the problem of how to assess these Games in order to measure their real benefits. Until the current days, few attempts were proposed in order to support practitioners evaluating Simulation Games. This paper introduces UGALCO, a five-dimension framework for Simulation Games evaluation. Besides a detailed assessment of player's learning, usability, motivation, and user experience, we also included a communicability evaluation from the Human Computer Interaction field. Since our framework is not prescriptive, there are no restrictions regarding its attributes, evaluation perspectives or techniques. Instead, we present how a set of tools and attributes can be used together, bringing more effective results for assessing the game as a whole. We applied this framework for the evaluation of a specific Simulation game. Results indicate that this framework can be used to gain better and more understanding of Simulation Games aspects.
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Evaluating software engineering Simulation Games: The UGALCO framework
2014 IEEE Frontiers in Education Conference (FIE) Proceedings, 2014Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:The increasing interest in Software Engineering Simulation Games leads to the problem of how to assess these Games in order to measure their real benefits. Until the current days, few attempts were proposed in order to support practitioners evaluating Simulation Games. This paper introduces UGALCO, a five-dimension framework for Simulation Games evaluation. Besides a detailed assessment of player's learning, usability, motivation, and user experience, we also included a communicability evaluation from the Human Computer Interaction field. Since our framework is not prescriptive, there are no restrictions regarding its attributes, evaluation perspectives or techniques. Instead, we present how a set of tools and attributes can be used together, bringing more effective results for assessing the game as a whole. We applied this framework for the evaluation of a specific Simulation game. Results indicate that this framework can be used to gain better and more understanding of Simulation Games aspects.
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FIE - FASENG: A framework for development of Software Engineering Simulation Games
2012 Frontiers in Education Conference Proceedings, 2012Co-Authors: Daniela C. C. Peixoto, Rodrigo M. Possa, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:Simulation Games can help teaching and learning in several areas of Software Engineering. One important research issue is providing support for Simulation Games development, making the results of their adoption successful in Software Engineering courses. In this work, we identify a set of requirements focusing on some of the Constructivist learning theories. These requirements were used to evaluate Software Engineering Simulation Games. Based on these requirements, we created FASENG, a framework for development of Software Engineering Simulation Games. FASENG has three main components: Simulation model, simulator, and Simulation engine. Since there is a clear structural and conceptual separation among them, they can be reused in other development environments. In order to check the framework flexibility, we developed two distinct Software Engineering Simulation Games. The two main results of this research are a better understanding of Software Engineering Simulation Games requirements and the development of FASENG.
J. Zoroja - One of the best experts on this subject based on the ideXlab platform.
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Simulation Games Usage for Decision Support: Example of the Near Beer Game
2020Co-Authors: J. Zoroja, Matea MajdandzicAbstract:Simulation Games present valuable pedagogical tool in many different areas, e. g. education, finance, production, sales, supply chain, and employment process. The main reason for their usage is that theoretical knowledge is not enough to understand the business processes. Simulation Games improve learnig, since they actively involve participants in virtual world and encourage them to apply theoretical knowledge and facilitate their understanding of business processes. Use of Simulation Games is increasing every year, especially in students’ and managers’ education, as they enable participants to acquire new skills and learn how to make decision through practice. Involvement in Simulation Games, enable participants to learn how to make decisions, how to improve their decisions through analysis and feedback at the end of the game, without any consequences. The goal of the paper is to describe Simulation Games and their role in decision making process. In this paper, we want to show how Simulation Games can support and improve decision making process at the example of The Near Beer Game.
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MIPRO - Developing Leadership in a Simulation-Games Environment
2019 42nd International Convention on Information and Communication Technology Electronics and Microelectronics (MIPRO), 2019Co-Authors: J. Zoroja, M. Pejic Bach, I. MilolozaAbstract:Leadership is a process of inspiring people in pursuit of various goals and various activities. Leadership is often discussed in the context of project management, and leaders referred to as being able to organize and motivate a group of people to successfully finish a given project. In order to inspire, organize and motivate others, leaders need to have advanced social skills. Successful leaders are constantly trying to improve their social skills and knowledge. Life-long learning is important for leaders, especially learning by experience and in a real-time environment. Simulation Games enable participants to learn by doing which gives them the opportunity to understand real everyday situations and possible consequences better. During Simulation Games, users train, analyze and predict possible actions which help them in the decision making process. The goal of this paper is twofold. The first goal is to present and analyze the usage of Simulation Games in leadership, their desirable characteristics, advantages, and disadvantages in the area of leadership. The second goal is to present relevant platforms for using Simulation Games for leadership activities and to discuss them in the context of students learning.
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Teaching health care management with Simulation Games
2018 41st International Convention on Information and Communication Technology Electronics and Microelectronics (MIPRO), 2018Co-Authors: Pejic M. Bach, I. Miloloza, J. ZorojaAbstract:Usage of Simulation Games in education is constantly growing, due to their significant benefits, such as interactivity in a risk free environment. Simulation Games are a pedagogical tool which allows development and knowledge simultaneously with the development of experience, in controlled environment. Areas of education in which Simulation Games are used are broad and they range from engineering to business and management. Simulation Games are also used in health care management, with range of interesting applications. System dynamics is a Simulation method that is often used for the development of Simulation Games, since it allows an observance of long-term dynamic phenomena. The goal of the paper is to provide an overview of Simulation Games usage in education, with the focus to health care management. A Simulation game, developed with the usage of system dynamics is presented, with the focus to epidemic investigation and management. Graphic user interface of the game, as well as several Simulation runs are presented.
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MIPRO - Teaching health care management with Simulation Games
2018 41st International Convention on Information and Communication Technology Electronics and Microelectronics (MIPRO), 2018Co-Authors: M. Pejic Bach, I. Miloloza, J. ZorojaAbstract:Usage of Simulation Games in education is constantly growing, due to their significant benefits, such as interactivity in a risk free environment. Simulation Games are a pedagogical tool which allows development and knowledge simultaneously with the development of experience, in controlled environment. Areas of education in which Simulation Games are used are broad and they range from engineering to business and management. Simulation Games are also used in health care management, with range of interesting applications. System dynamics is a Simulation method that is often used for the development of Simulation Games, since it allows an observance of long-term dynamic phenomena. The goal of the paper is to provide an overview of Simulation Games usage in education, with the focus to health care management. A Simulation game, developed with the usage of system dynamics is presented, with the focus to epidemic investigation and management. Graphic user interface of the game, as well as several Simulation runs are presented.
Helmut Krcmar - One of the best experts on this subject based on the ideXlab platform.
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Teaching Methods for Simulation Games: The Example of Learning Business Process Change
2019 IEEE Global Engineering Education Conference (EDUCON), 2019Co-Authors: Alexander Löffler, Matthias Utesch, Debora Jacoby, Nilüfer Faizan, Harald Kienegger, Helmut KrcmarAbstract:Business Process Change (BPC), aiming at improving the core competencies of a company, is a highly relevant topic in a rapidly changing business environment. Trends such as the digital transformation require companies to transform their business processes and may even lead to complete changes in how they operate. To prepare students for their future working environment, teaching BPC is an important topic for education in Information Systems, Computer Science, and Engineering. For this, Simulation Games provide a useful approach to provide students with more practical experience. To increase the learning outcomes of such Games, different teaching methods can be used as part of them. However, previous research is lacking concrete insights which effects the different methods have when using them with Simulation Games. Therefore, the goal of this paper is to analyze different teaching methods for Simulation Games and to evaluate their effectiveness on the example of a game for learning BPC. First, we conduct a literature review on teaching methods and investigate whether they are suitable for teaching BPC. Afterwards, we develop a teaching concept for the Simulation game using different methods such as experiential or case-based learning. Finally, we evaluate our teaching concept with 36 students from an upper vocational school and show the effectiveness of different methods when used as part of Simulation Games. Thereby, we contribute to the theory of teaching methods for Simulation Games and to practice by providing guidelines for teaching the topic of BPC using a Simulation game.
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EDUCON - Teaching Methods for Simulation Games: The Example of Learning Business Process Change
2019 IEEE Global Engineering Education Conference (EDUCON), 2019Co-Authors: Alexander Löffler, Matthias Utesch, Debora Jacoby, Nilüfer Faizan, Harald Kienegger, Helmut KrcmarAbstract:Business Process Change (BPC), aiming at improving the core competencies of a company, is a highly relevant topic in a rapidly changing business environment. Trends such as the digital transformation require companies to transform their business processes and may even lead to complete changes in how they operate. To prepare students for their future working environment, teaching BPC is an important topic for education in Information Systems, Computer Science, and Engineering. For this, Simulation Games provide a useful approach to provide students with more practical experience. To increase the learning outcomes of such Games, different teaching methods can be used as part of them. However, previous research is lacking concrete insights which effects the different methods have when using them with Simulation Games. Therefore, the goal of this paper is to analyze different teaching methods for Simulation Games and to evaluate their effectiveness on the example of a game for learning BPC. First, we conduct a literature review on teaching methods and investigate whether they are suitable for teaching BPC. Afterwards, we develop a teaching concept for the Simulation game using different methods such as experiential or case-based learning. Finally, we evaluate our teaching concept with 36 students from an upper vocational school and show the effectiveness of different methods when used as part of Simulation Games. Thereby, we contribute to the theory of teaching methods for Simulation Games and to practice by providing guidelines for teaching the topic of BPC using a Simulation game.
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Evaluation Methods for the Effective Assessment of Simulation Games A Literature Review
The Challenges of the Digital Transformation in Education, 2019Co-Authors: Alexander Löffler, Robert Heininger, Matthias Utesch, Helmut KrcmarAbstract:Simulation Games play an important role in the area of technology-based education. They allow the Simulation of real-world problems in a risk-free environment and thereby intend to increase the learning experience of students. However, assessing the effectiveness of a Simulation game is necessary to opti-mize elements of the game and increase the learning effect for students. For this, different evaluation methods exist, which do not always cover all phases when running a Simulation game. In this study, we conduct a literature review to ana-lyze evaluation methods for the pre-game, in-game, and post-game assessment of Simulation Games. In accordance with our inclusion criteria, we selected 31 peer-reviewed articles, and categorized them according to a didactic framework that describes four phases of running Simulation Games: Preparation, Introduc-tion, Interaction and Conclusion phase. Based on the results, we provide a con-crete evaluation strategy that can be used to assess Simulation Games throughout all phases. This study contributes to theory by providing an overview of evalua-tion methods for the assessment of Simulation Games within the different game phases. It contributes to practice by providing a concrete evaluation strategy that can be adapted and used to assess Simulation Games.
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classification of evaluation methods for the effective assessment of Simulation Games results from a literature review
International Journal of Engineering Pedagogy (iJEP), 2019Co-Authors: Niluefer Deniz Faizan, Alexander Löffler, Robert Heininger, Matthias Utesch, Helmut KrcmarAbstract:As a current trend in teaching, Simulation Games play an active and important role in the area of technology-based education. Simulation Games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a Simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a Simulation game. In this study, we conduct a literature review to analyze evaluation methods for three phases of Simulation Games: pre-game, in-game, and post-game. Thirty-one peer-reviewed research papers met specified selection criteria and we classified them according to a di-dactic framework that illustrates four phases of running Simulation Games: Prepa-ration, Introduction, Interaction and Conclusion phase. Based on the results, we provide a concrete evaluation strategy that will be a guide to assess Simulation Games during all phases. This study contributes to theory by providing an over-view of evaluation methods for the assessment of Simulation Games within the different game phases. It contributes to practice by providing a concrete evalua-tion strategy that can be adapted and used to assess Simulation Games.
Daniela C. C. Peixoto - One of the best experts on this subject based on the ideXlab platform.
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FIE - The issues of adopting Simulation Games in software engineering classes
2015 IEEE Frontiers in Education Conference (FIE), 2015Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:Previous researches have pointed out that Simulation Games can be an effective tool for enhancing the students' motivation to learn and understand complex subjects. Although the decision to use a Simulation game is made mainly by the instructor, the students' perceptions are also important in order to support its usage. The increasing interest in educational Simulation Games motivates us to investigate relevant factors that influence the adoption of Simulation Games in Software Engineering courses. Based on a theoretical adoption model and on the evaluation of a specific Simulation game, we identified crucial aspects beyond the ones usually considered, such as incorporating more industrial settings phenomena and pedagogical elements. These aspects are not always considered in Software Engineering Simulation Games, as we identified after an evaluation. Therefore, we concluded that this class of Simulation Games does not address suitably the adoption attributes that we found relevant.
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The issues of adopting Simulation Games in software engineering classes
2015 IEEE Frontiers in Education Conference (FIE), 2015Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:Previous researches have pointed out that Simulation Games can be an effective tool for enhancing the students' motivation to learn and understand complex subjects. Although the decision to use a Simulation game is made mainly by the instructor, the students' perceptions are also important in order to support its usage. The increasing interest in educational Simulation Games motivates us to investigate relevant factors that influence the adoption of Simulation Games in Software Engineering courses. Based on a theoretical adoption model and on the evaluation of a specific Simulation game, we identified crucial aspects beyond the ones usually considered, such as incorporating more industrial settings phenomena and pedagogical elements. These aspects are not always considered in Software Engineering Simulation Games, as we identified after an evaluation. Therefore, we concluded that this class of Simulation Games does not address suitably the adoption attributes that we found relevant.
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FIE - Evaluating software engineering Simulation Games: The UGALCO framework
2014 IEEE Frontiers in Education Conference (FIE) Proceedings, 2014Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:The increasing interest in Software Engineering Simulation Games leads to the problem of how to assess these Games in order to measure their real benefits. Until the current days, few attempts were proposed in order to support practitioners evaluating Simulation Games. This paper introduces UGALCO, a five-dimension framework for Simulation Games evaluation. Besides a detailed assessment of player's learning, usability, motivation, and user experience, we also included a communicability evaluation from the Human Computer Interaction field. Since our framework is not prescriptive, there are no restrictions regarding its attributes, evaluation perspectives or techniques. Instead, we present how a set of tools and attributes can be used together, bringing more effective results for assessing the game as a whole. We applied this framework for the evaluation of a specific Simulation game. Results indicate that this framework can be used to gain better and more understanding of Simulation Games aspects.
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Evaluating software engineering Simulation Games: The UGALCO framework
2014 IEEE Frontiers in Education Conference (FIE) Proceedings, 2014Co-Authors: Daniela C. C. Peixoto, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:The increasing interest in Software Engineering Simulation Games leads to the problem of how to assess these Games in order to measure their real benefits. Until the current days, few attempts were proposed in order to support practitioners evaluating Simulation Games. This paper introduces UGALCO, a five-dimension framework for Simulation Games evaluation. Besides a detailed assessment of player's learning, usability, motivation, and user experience, we also included a communicability evaluation from the Human Computer Interaction field. Since our framework is not prescriptive, there are no restrictions regarding its attributes, evaluation perspectives or techniques. Instead, we present how a set of tools and attributes can be used together, bringing more effective results for assessing the game as a whole. We applied this framework for the evaluation of a specific Simulation game. Results indicate that this framework can be used to gain better and more understanding of Simulation Games aspects.
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FIE - FASENG: A framework for development of Software Engineering Simulation Games
2012 Frontiers in Education Conference Proceedings, 2012Co-Authors: Daniela C. C. Peixoto, Rodrigo M. Possa, Rodolfo F. Resende, Clarindo Isaías P. S. PáduaAbstract:Simulation Games can help teaching and learning in several areas of Software Engineering. One important research issue is providing support for Simulation Games development, making the results of their adoption successful in Software Engineering courses. In this work, we identify a set of requirements focusing on some of the Constructivist learning theories. These requirements were used to evaluate Software Engineering Simulation Games. Based on these requirements, we created FASENG, a framework for development of Software Engineering Simulation Games. FASENG has three main components: Simulation model, simulator, and Simulation engine. Since there is a clear structural and conceptual separation among them, they can be reused in other development environments. In order to check the framework flexibility, we developed two distinct Software Engineering Simulation Games. The two main results of this research are a better understanding of Software Engineering Simulation Games requirements and the development of FASENG.
Alexander Verbraeck - One of the best experts on this subject based on the ideXlab platform.
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Simulation Games to Foster Innovation: Insights from the Transport and Logistics Sector
Translational Systems Sciences, 2019Co-Authors: Anastasia Roukouni, Heide Lukosch, Alexander VerbraeckAbstract:There is an indisputable gap between the conceptualization and introduction of innovation and the actual and effective implementation of innovations in the complex sociotechnical system of transport and logistics throughout Europe. With our research we investigate the role of Simulation Games as an instrument to understand the dynamics around innovation processes in this system, by the means of literature review and in-depth interviews with key stakeholders of selected innovation cases within the Port of Rotterdam. The aim of our study is to gather valuable insights into how Simulation Games can be used to handle the extremely critical issue of effectively implementing innovation in the transport and logistics sector. It is thus expected to stimulate and enhance interaction among actors on policy level, by highlighting the potential advantages of using the approach of Simulation Games when the implementation of innovation is in discuss.
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A Ten-Step Design Method for Simulation Games in Logistics Management
Journal of Computing and Information Science in Engineering, 2011Co-Authors: Michele Fumarola, Jan-paul Van Staalduinen, Alexander VerbraeckAbstract:Simulation Games have often been found useful as a method of inquiry to gain insight in complex system behavior and as aids for design, engineering Simulation and visualization, and education. Designing Simulation Games are the result of creative thinking and planning, but often not the result of a rigorously applied design method. Design methods can be used to structure the creative process. The specific types of Games we chose for studying design methods are Simulation Games focused on information-intensive domains, of which logistics management is an example. Our new design method takes into account the information intensiveness of the domain. The design method incorporates enterprise information management, Simulation model design, and instructional design. The design method we propose uses ten steps in designing a Simulation game: the first five for making a conceptual design and the final five for using the conceptual design as a basis for the Simulation game. Iterative cycles are added to improve intermediate results. This paper discusses the design method and presents two different case studies. The first case study helped in developing the design method, while the second case study served for assessment and improvement.
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Winter Simulation Conference - Controlling Simulation Games through rule-based scenarios
Proceedings of the 2006 Winter Simulation Conference, 2006Co-Authors: Stijn-pieter Van Houten, Alexander VerbraeckAbstract:In this paper we present a framework for scenarios in Simulation Games. It is used to support developing, using, and managing complex and dynamic Simulation Games, and it supports the achievement of the game's learning goal. Especially game facilitation is increasingly challenging due to the nature of these Simulation Games. The framework consists of a number of conditions, rules and actions, based on the concept of production systems from artificial intelligence, and it is presented as a component of Zeigler's experimental frame. This has been successfully used in the Distributor Game, which is the first of a series of management Games developed for today's supply chain management challenges. Further research will focus on the extension of the set of conditions, rules and actions, and on visualizing and managing the interdependencies between the Simulation game, its scenario, and the players.
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Controlling Simulation Games Through Rule-Based Scenarios
Proceedings of the 2006 Winter Simulation Conference, 2006Co-Authors: Stijn-pieter Van Houten, Alexander VerbraeckAbstract:In this paper we present a framework for scenarios in Simulation Games. It is used to support developing, using, and managing complex and dynamic Simulation Games, and it supports the achievement of the game's learning goal. Especially game facilitation is increasingly challenging due to the nature of these Simulation Games. The framework consists of a number of conditions, rules and actions, based on the concept of production systems from artificial intelligence, and it is presented as a component of Zeigler's experimental frame. This has been successfully used in the distributor game, which is the first of a series of management Games developed for today's supply chain management challenges. Further research will focus on the extension of the set of conditions, rules and actions, and on visualizing and managing the interdependencies between the Simulation game, its scenario, and the players