version under construction
since 1 Sept 09
ThaiSim: The Thai Simulation and Gaming Association
ThaiSim is a professional association for
students, teachers, trainers,
researchers, practitioners and other professionals.
Its aim is to enable
and promote the
sharing of expertise in the field of
role-play, serious games and experiential methods
for teaching, learning, development and assessment.
21 to 23 March, 2013
The principal objective of the association is to
promote the effective and responsible use of simulation, games and experiential
learning activities, particularly in education, training, research, assessment and
ThaiSim seeks to answer questions such as:
What roles can simulation and gaming play in learning,
teaching, development and assessment?|
What are the most effective ways of using simulation and
gaming, including proper debriefing to help participants turn experience into
In what ways do simulations and games lead to more
effective learning, teaching, development and assessment?|
ThaiSim was established by both Thais and
foreigners, in August 2008.
For more information about ThaiSim,
please click here.
Learning and development
Education, learning, development, sustainability, sufficiency, balance,
responsibility, respect and moderation, peace, humanitarian values, and Buddhist
are at the heart of ThaiSim.
Do not believe in anything simply because you have heard it.
Do not believe in traditions because they have been handed down for many
Do not believe anything because it is spoken and rumoured by many.
Do not believe in anything because it is written in your religious books.
Do not believe in anything merely on the authority of your teachers and elders.
But after observation and analysis, when you find that anything agrees with
reason and is conducive to the good and the benefit of one and all, then accept
it and live up to it.
For more ideas, see our quotes page.
For more on ThaiSim, please see these pages
• Job announcement • Conferences • Journal SGLD • Resources • Association •
Simulation/gaming is to be taken in its
broadest meaning, to encompass such areas as simulation, computerized
simulation, internet simulation, gaming, simulation/gaming, serious games,
educational games, training games, e-games, internet games, video games, policy
exercises, planning exercises, debriefing, analytic discussion, post-experience
analysis, modelling, modeling, virtual reality, game theory, role-play, role-playing, play,
active learning, experiential learning, learning from experience, toys,
augmented reality, playthings, structured exercises, education games,
alternative purpose games, edutainment, digital game-based learning, immersive
learning, brain games, social impact games, games for change, games for good,
synthetic learning environments, synthetic task environments.
Fields include: sociology, political science,
economics, education, cognition, psychology, social-psychology, social
psychology, management, business, marketing, government, entrepreneurship,
environmental issues, health, medicine, nursing, research methodology,
communication, environment, policy, planning, energy, utilities, natural
resources, educational, technology, computing, geography, climate change, multi-culturalism,
multi-cultural, intercultural, culture, organization studies, negotiation,
mediation, history, peace studies, business, statistics, decision making,
conflict management, cognition, communication, political science, language
learning, media, video games, learning theory, international studies,
agriculture, educational technology, information technology.
For a map of this web site, click here