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Showing 1 - 7 of 7 matches in All Departments

Invisible Reconstruction - Cross-Disciplinary Responses to Natural, Biological and Man-Made Disasters (Paperback): Lucia... Invisible Reconstruction - Cross-Disciplinary Responses to Natural, Biological and Man-Made Disasters (Paperback)
Lucia Patrizio Gunning, Paola Rizzi
R942 Discovery Miles 9 420 Ships in 9 - 15 working days
Invisible Reconstruction - Cross-Disciplinary Responses to Natural, Biological and Man-Made Disasters (Hardcover): Lucia... Invisible Reconstruction - Cross-Disciplinary Responses to Natural, Biological and Man-Made Disasters (Hardcover)
Lucia Patrizio Gunning, Paola Rizzi
R1,734 Discovery Miles 17 340 Ships in 12 - 17 working days
Neo-Simulation and Gaming Toward Active Learning (Hardcover, 1st ed. 2019): Ryoju Hamada, Songsri Soranastaporn, Hidehiko... Neo-Simulation and Gaming Toward Active Learning (Hardcover, 1st ed. 2019)
Ryoju Hamada, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, …
R3,902 Discovery Miles 39 020 Ships in 10 - 15 working days

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.

Simulation and Gaming in the Network Society (Paperback, Softcover reprint of the original 1st ed. 2016): Toshiyuki Kaneda,... Simulation and Gaming in the Network Society (Paperback, Softcover reprint of the original 1st ed. 2016)
Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi
R6,025 Discovery Miles 60 250 Ships in 10 - 15 working days

This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17-25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book's chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

Simulation and Gaming in the Network Society (Hardcover, 1st ed. 2016): Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda,... Simulation and Gaming in the Network Society (Hardcover, 1st ed. 2016)
Toshiyuki Kaneda, Hidehiko Kanegae, Yusuke Toyoda, Paola Rizzi
R6,279 Discovery Miles 62 790 Ships in 10 - 15 working days

This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17-25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book's chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

Neo-Simulation and Gaming Toward Active Learning (Paperback, 1st ed. 2019): Ryoju Hamada, Songsri Soranastaporn, Hidehiko... Neo-Simulation and Gaming Toward Active Learning (Paperback, 1st ed. 2019)
Ryoju Hamada, Songsri Soranastaporn, Hidehiko Kanegae, Pongchai Dumrongrojwatthana, Settachai Chaisanit, …
R3,094 Discovery Miles 30 940 Ships in 10 - 15 working days

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.

Rime e rimandi - Quasipoesie con fotografie (Italian, Paperback): Nicola Claudio Palermo, Paola Rizzi, Simona Zanquoghi Rime e rimandi - Quasipoesie con fotografie (Italian, Paperback)
Nicola Claudio Palermo, Paola Rizzi, Simona Zanquoghi
R558 Discovery Miles 5 580 Ships in 10 - 15 working days
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