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Neo-Simulation and Gaming Toward Active Learning

Engelsk Paperback

Neo-Simulation and Gaming Toward Active Learning

Engelsk Paperback
Tjek vores konkurrenters priser

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association''s annual conference in Thailand 9-13 July 2018. The importance of changing teachers'' one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Tjek vores konkurrenters priser
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20 kr
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Tjek vores konkurrenters priser

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association''s annual conference in Thailand 9-13 July 2018. The importance of changing teachers'' one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Produktdetaljer
Sprog: Engelsk
Sider: 560
ISBN-13: 9789811380419
Indbinding: Paperback
Udgave:
ISBN-10: 9811380414
Udg. Dato: 18 okt 2020
Længde: 0mm
Bredde: 155mm
Højde: 235mm
Forlag: Springer Verlag, Singapore
Oplagsdato: 18 okt 2020
Forfatter(e):
Forfatter(e)


Kategori Undervisningshjælp E-læring


ISBN-13 9789811380419


Sprog Engelsk


Indbinding Paperback


Sider 560


Udgave


Længde 0mm


Bredde 155mm


Højde 235mm


Udg. Dato 18 okt 2020


Oplagsdato 18 okt 2020


Forlag Springer Verlag, Singapore

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