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This book introduces state-of-the-art research on simulation and
serious games for education. Based partially on work presented at
the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd
AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH
International Conference on Virtual-Reality Consortium and
Applications in Industry (VRACI 2016), it includes a selection of
the best papers from both. The book is divided into three major
domains of education applications that use simulation and serious
games: science, technology, engineering and mathematics (STEM)
education; special needs education; and humanity and social science
education. A valuable resource for researchers and developers in
simulation and serious games for education benefit from this book,
it also offers educators and professionals involved in training
insights into the possible applications of simulation and serious
games in various areas.
This book addresses the background of classroom flipping, explores
the theoretical underpinnings for why flipping works, and shares
current success stories in practice. It provides diverse
international examples of classroom flipping for all ages, includes
discussions of the authors' studies in the context of the existing
research, and illustrates the impact that classroom flipping has
had across a range of educational settings instead of focusing on a
specific domain or learner context. Intended as a handbook for
practitioners, the analysis of commonly used, highly effective
techniques for learners of various ages fills a major gap in the
literature. It offers a valuable resource for educators, helping
them make the flipped learning experience an impactful and
meaningful one.
This book introduces state-of-the-art research on simulation and
serious games for education. Based partially on work presented at
the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd
AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH
International Conference on Virtual-Reality Consortium and
Applications in Industry (VRACI 2016), it includes a selection of
the best papers from both. The book is divided into three major
domains of education applications that use simulation and serious
games: science, technology, engineering and mathematics (STEM)
education; special needs education; and humanity and social science
education. A valuable resource for researchers and developers in
simulation and serious games for education benefit from this book,
it also offers educators and professionals involved in training
insights into the possible applications of simulation and serious
games in various areas.
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