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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, …
R3,621 Discovery Miles 36 210 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.

Gaming, Simulation and Innovations: Challenges and Opportunities - 52nd International Simulation and Gaming Association... Gaming, Simulation and Innovations: Challenges and Opportunities - 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6-10, 2021, Revised Selected Papers (Paperback, 1st ed. 2022)
Upinder Dhar, Jigyasu Dubey, Vinod Dumblekar, Sebastiaan Meijer, Heide Lukosch
R2,314 Discovery Miles 23 140 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6-10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.

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, …
R2,872 Discovery Miles 28 720 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.

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