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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.
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.
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.
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.
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