Anbieter: Phatpocket Limited, Waltham Abbey, HERTS, Vereinigtes Königreich
EUR 34,23
Anzahl: 1 verfügbar
In den WarenkorbZustand: Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions.
EUR 54,55
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: New. In English.
EUR 88,92
Anzahl: 2 verfügbar
In den WarenkorbPaperback. Zustand: Brand New. 1st edition. 320 pages. 9.10x6.10x0.70 inches. In Stock.
EUR 104,48
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: 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 paradigm shift from conventional learning environments to learning in games and simulations. Editor(s): Maharg, Professor Paul; Jenkins, Henry. Num Pages: 304 pages, Illustrations. BIC Classification: JNK; JNV. Category: (G) General (US: Trade); (UP) Postgraduate, Research & Scholarly; (UU) Undergraduate. Dimension: 232 x 157 x 19. Weight in Grams: 484. . 2011. Paperback. . . . . Books ship from the US and Ireland.
Sprache: Englisch
Verlag: Continuum Publishing Corporation, 2011
ISBN 10: 1441198709 ISBN 13: 9781441198709
Anbieter: moluna, Greven, Deutschland
EUR 61,98
Anzahl: Mehr als 20 verfügbar
In den WarenkorbZustand: 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.
Sprache: Englisch
Verlag: Bloomsbury Publishing PLC Jan 2011, 2011
ISBN 10: 1441198709 ISBN 13: 9781441198709
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.