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Simulation games in education. --- Gamification. --- Rhetoric --- Study and teaching.
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"Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a "serious" activity can be used as sources for the study of history. The book's focus is on board and card games, with reference to physical games, sports and digital games as well. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects"--
Games --- History --- Simulation games in education --- Simulation games --- Study and teaching --- World history --- Education --- Educational gaming --- Gaming, Educational --- Educational games --- Annals --- Auxiliary sciences of history --- Simulation games in education. --- History. --- Simulation games. --- Study and teaching.
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"Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a "serious" activity can be used as sources for the study of history. The book's focus is on board and card games, with reference to physical games, sports and digital games as well. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects"--
History as a science --- World history --- History of civilization --- Games --- History --- Simulation games in education --- Simulation games --- Study and teaching --- Recreation. Games. Sports. Corp. expression --- spellen --- vrijetijdsbesteding --- speltheorie --- Simulation games in education. --- History. --- Simulation games. --- Study and teaching.
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Educational games --- Simulation games in education --- 796.1 --- Concepten --- Spelen --- Spelontwerp --- Spelvormen --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Games --- Design and construction --- Simulation games --- Simulation methods
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Overal waar mensen willen leren, kan een beroep worden gedaan op creativiteit om te LEREN vanuit de BELEVING.Dit boek over rollenspel gaat daarom eerst en vooral over creativiteit, daarna over improvisatie en drama en pas dan over rollenspel. Rollenspel is immers een creatief aanbod, er bestaan tal van creatieve methodieken die een aanzet zijn tot rollenspel. Kunnen en durven improviseren is dan weer een basisvoorwaarde in het aandurven van rollenspel. Voor het onderdeel improviseren steunt het boek op twee grondleggers: Keith Johnstone en Henk Hofman. Drama, een werkvorm waarbij de deelnemers met enkel maar zichzelf en hun eigen uitdrukkingsmogelijkheden tot expressie komen, brengt ons nog een stap dichter bij rollenspel. Rollenspel wordt zeer grondig besproken, er wordt ook een link gelegd naar coaching. Ter afsluiting is er een checklist om tijdens het rollenspel te benoemen wat er in beeld komt.Het werken met rollenspel heeft ondertussen al zijn nut bewezen in verschillende professionele contexten als onderwijs en opvoeding, hulpverlening, politie, gevangeniswezen, magistratuur, advocatuur...In het boek vind je uit deze verschillende contexten veel inspirerende voorbeelden
Rollenspel. --- rollenspelen --- Didactics --- Personnel management --- coaching --- improvisatie --- didactische werkvormen --- dramatische expressie --- Didactic strategies --- opleidingen --- Simulation games in education --- Role playing --- PXL-Healthcare 2018 --- communicatie --- communicatievaardigheden --- rollenspel --- creatieve communicatie --- Rollenspel --- Leren --- Improvisatie --- Dramatische vorming --- Opleidingen --- Training --- Coaching --- 371.39 --- Drama --- drama --- Opleiding --- Arbeidsmarkt --- Training (vorming)
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This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them. This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!
Video games --- Simulation games in education. --- Design. --- Education --- Educational gaming --- Gaming, Educational --- Simulation games --- Educational Technology. --- Education. --- Educational technology. --- Learning & Instruction. --- Educational games --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Learning. --- Instruction. --- Learning process --- Comprehension --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Aids and devices
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New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
Educational games --- Simulation games in education --- Mobile computing. --- Pocket computers --- Data processing. --- Design and construction. --- Programming. --- Hand-held computers --- Handheld computers --- Palmtop computers --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Simulation games --- Portable computers --- Electronic data processing --- Context-aware computing --- Games --- Simulation methods --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies
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In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.
Computer-assisted instruction -- Evaluation. --- Education, Higher -- Effect of technological innovations on. --- Educational technology -- Evaluation. --- Simulation games in education -- Evaluation. --- Education --- Social Sciences --- Education, Special Topics --- Education. --- Educational technology. --- Educational Technology. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training --- Aids and devices --- Simulation games in education --- Computer-assisted instruction --- Education, Higher --- Educational technology --- Evaluation. --- Effect of technological innovations on. --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Programmed instruction --- Telematics --- Technological innovations --- Educational gaming --- Gaming, Educational --- Educational games --- Data processing --- Simulation games
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This book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative and presents an opportunity for pre-service teachers to have hands-on experience in an area of need prior to teaching in the classroom. Information on the simulation origins, including theoretical underpinnings, goals, characteristics, relevant research/program evaluation results, discussion of benefits and limitations as well as dissemination, recommended use, scope of practice, etc. of each game or simulation are included. Pre-service and new teachers will gain a number of useful skills through completion of these simulations and higher education faculty and administrators will gain a plethora of research-based and effective training tools for use in their teacher training programs. .
Educational technology. --- Teaching. --- Higher education. --- Learning. --- Instruction. --- Educational Technology. --- Teaching and Teacher Education. --- Higher Education. --- Learning & Instruction. --- Learning process --- Comprehension --- Education --- College students --- Higher education --- Postsecondary education --- Universities and colleges --- Didactics --- Instruction --- Pedagogy --- School teaching --- Schoolteaching --- Instructional systems --- Pedagogical content knowledge --- Training --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Teaching --- Aids and devices --- Simulation games in education. --- Teachers --- Training of. --- Teacher education --- Teacher training --- Teachers, Training of --- Educational gaming --- Gaming, Educational --- Educational games --- Simulation games
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