Analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines.
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Sara de Freitas is Associate Deputy Vice Chancellor for Teaching and Learning at Curtin University, Australia.
Paul Maharg is Professor of Legal Education at Northumbria University School of Law, UK.
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Anbieter: AwesomeBooks, Wallingford, Vereinigtes Königreich
Paperback. Zustand: Very Good. Digital Games and Learning This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. Artikel-Nr. 7719-9781441198709
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Anbieter: Bahamut Media, Reading, Vereinigtes Königreich
Paperback. Zustand: Very Good. This book is in very good condition and will be shipped within 24 hours of ordering. The cover may have some limited signs of wear but the pages are clean, intact and the spine remains undamaged. This book has clearly been well maintained and looked after thus far. Money back guarantee if you are not satisfied. See all our books here, order more than 1 book and get discounted shipping. Artikel-Nr. 6545-9781441198709
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Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
Paperback. Zustand: Brand New. 1st edition. 320 pages. 9.10x6.10x0.70 inches. In Stock. Artikel-Nr. x-1441198709
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Anbieter: moluna, Greven, Deutschland
Zustand: New. How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradig. Artikel-Nr. 4171904
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Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Neuware - The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development.The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners How can games be used to motivate, deepen and accelerate learning How can they be used to greatest effect in learning and teaching The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations. Artikel-Nr. 9781441198709
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