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La Simulación Como Estrategia Educativa : Propuesta Adaptada para el Medio Físico y Virtual
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ISBN: 8413774462 9788413774466 9788413773681 8413773687 Year: 2021 Publisher: Madrid : Dykinson, S.L.,

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Gamification in the RhetComp Curriculum
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ISBN: 1648896103 Year: 2023 Publisher: Wilmington, Delaware : Vernon Press,

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Games of History
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ISBN: 9780429342479 0429342470 9781000397390 1000397394 9781000397437 1000397432 9780367358914 9780367358907 0367358913 0367358905 Year: 2021 Publisher: Routledge

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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"--


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Games of history : games and gaming as historical sources
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ISBN: 9780367358907 9780429342479 9780367358914 0367358913 0367358905 0429342470 1000397432 Year: 2021 Publisher: London Routledge, Taylor & Francis Group

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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"--


Book
Student-designed games
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ISBN: 9780736085908 9781718209046 Year: 2010 Publisher: Champaign, IL Human Kinetics

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Belevend leren : improvisatie, drama en rollenspelen in opleiding, training en coaching
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ISBN: 9789038220697 Year: 2013 Publisher: Gent Academia Press

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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


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A Guide to Designing Curricular Games : How to "Game" the System
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ISBN: 3319423932 3319423924 Year: 2017 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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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!


Book
Augmented learning : research and design of mobile educational games
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ISBN: 1282099558 9786612099557 0262277298 1435643496 9780262277297 0262113155 9780262113151 9781435643499 9781282099555 9780262516525 0262516527 Year: 2008 Publisher: Cambridge, Mass. : MIT Press,

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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.


Book
Serious educational game assessment : practical methods and models for educational games, simulations and virtual worlds
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ISBN: 9460913296 9460913288 Year: 2011 Publisher: Rotterdam : Sense Publishers,

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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.

Keywords

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


Book
Games and simulations in teacher education
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ISBN: 3030445259 3030445267 Year: 2020 Publisher: Cham, Switzerland : Springer,

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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. .

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