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Gaming Simulation as a Tool of Problem-Based Learning for University Disaster Education

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Part of the book series: Translational Systems Sciences ((TSS,volume 18))

Abstract

This chapter addresses the connection between gaming simulation (GS) and problem-based learning (PBL) in disaster education. First, the chapter explains their relations theoretically and describes the introduction of Evacuation Simulation Training (EST) for earthquake evacuation to university students. EST empowered both Japanese and international students to conduct research, integrate models and practice, and apply their knowledge and skills to develop viable solutions to defined problems. Finally, the chapter demonstrates the utility of GS as a tool of PBL.

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References

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Acknowledgment

The authors would like to thank the students who joined the EST. Also, we are grateful for the research funds that made this study feasible: JSPS KAKEWNHI Grant Number JP18K13972, JR West Japan Contracted Research, Research Grant of the Foundation for the Fusion of Science and Technology (FOST), OIC Research Institute: Program for major research institute (Ritsumeikan University), and Kinugasa Research Institute: Program for major research institute (Ritsumeikan University).

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Correspondence to Yusuke Toyoda .

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© 2019 Springer Nature Singapore Pte Ltd.

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Toyoda, Y., Kanegae, H. (2019). Gaming Simulation as a Tool of Problem-Based Learning for University Disaster Education. In: Hamada, R., et al. Neo-Simulation and Gaming Toward Active Learning. Translational Systems Sciences, vol 18. Springer, Singapore. https://doi.org/10.1007/978-981-13-8039-6_22

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  • DOI: https://doi.org/10.1007/978-981-13-8039-6_22

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-8038-9

  • Online ISBN: 978-981-13-8039-6

  • eBook Packages: Economics and FinanceEconomics and Finance (R0)

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