Games and Simulations to Enhance Quality Learning
Author: Danny Saunders
Publisher: Psychology Press
Published: 1996
Total Pages: 306
ISBN-13: 9780749418663
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Author: Danny Saunders
Publisher: Psychology Press
Published: 1996
Total Pages: 306
ISBN-13: 9780749418663
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Publisher:
Published: 1994
Total Pages: 0
ISBN-13: 9780749418663
DOWNLOAD EBOOKAuthor: Danny Saunders
Publisher: Routledge
Published: 2012-10-12
Total Pages: 269
ISBN-13: 1136361715
DOWNLOAD EBOOKThe eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.
Author: Peter Saunders
Publisher: Routledge
Published: 2014-03-18
Total Pages: 318
ISBN-13: 113536589X
DOWNLOAD EBOOKThis text brings together topical contributions from figures in the field of games and simulations, representing the current international thinking and best practice.
Author: Tony Powell
Publisher: Routledge
Published: 2013-10-11
Total Pages: 245
ISBN-13: 1135369461
DOWNLOAD EBOOKThe theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues. The work brings together topical contributions from international figures in the field of games and simulations.
Author:
Publisher:
Published: 1993
Total Pages: 346
ISBN-13:
DOWNLOAD EBOOKAuthor: Fred Percival
Publisher: Kogan Page Limited
Published: 1993
Total Pages: 318
ISBN-13: 9780749408954
DOWNLOAD EBOOKThis annual reference work examines aspects of the development and use of simulations, games and other active learning experiences. It deals with the issue of transferring skills developed through simulation and gaming from the learning environment to the real world.
Author:
Publisher:
Published: 1996
Total Pages: 312
ISBN-13:
DOWNLOAD EBOOKAuthor: National Research Council
Publisher: National Academies Press
Published: 2011-05-12
Total Pages: 174
ISBN-13: 0309185238
DOWNLOAD EBOOKAt a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Author: Society for Academic Gaming and Simulation in Education and Training (Great Britain)
Publisher:
Published: 2000
Total Pages: 205
ISBN-13:
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