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Showing 1 - 4 of 4 matches in All Departments
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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