Handbook of Simulation Gaming in Social Education
Author: Ron Stadsklev
Publisher:
Published: 1974
Total Pages: 556
ISBN-13:
DOWNLOAD EBOOKRead and Download eBook Full
Author: Ron Stadsklev
Publisher:
Published: 1974
Total Pages: 556
ISBN-13:
DOWNLOAD EBOOKAuthor: Ron Stadsklev
Publisher: Createspace Independent Publishing Platform
Published: 2013-09-23
Total Pages: 234
ISBN-13: 9781492223986
DOWNLOAD EBOOKThe Handbook of Simulation Games in Social Education, presents the "What," the "Why," and the "How" of Simulation Games. What are Simulation Games? Why use Simulation Games? How do I create and use Simulation Games? When this book was first published in1974. Ron Stadsklev was one of the few pioneers seeking to introduce Simulation Games as a new teaching technique. Now Simulation Games are in the mainstream and this expanded edition is even more salient than ever. Role playing, games, and social simulations have been around for a long time. In order for the game process to be educational, it must reward participants who understand and interact within the social model effectively. The Model of Autelic Inquiry presented in this Handbook shows how all these elements are incorporated into a Simulation Game. The biggest challenge is developing an entertaining and playable game element without distorting the isomorphism of the social model. This handbook includes several experiential learning techniques. These techniques can be implemented directly from the material contained within the handbook and do not require a computer. The collection of essays which comprise this handbook illustrate how these teaching techniques are used. This handbook also discusses how to avoid the many pitfalls of Simulation Game design. For example: In the T Puzzle game, participants will experience how frustration effects a person's ability to accomplish difficult tasks and the emotional change that accompanies certain activities. "The Land Use Simulation" is a social simulation, designed to demonstrate a process by which people can determine the best way to use their public land. "The Constitution Today" is a simple simulation game, designed to motivate students to study the constitution in a meaningful and personal way. Students will also be using a parliamentary process called log rolling in order to achieve a high score. This simulation game was used in a comparative study of simulation gaming and lecture-discussion method to determine the amount of knowledge retained over time.
Author: Ronald Stadsklev
Publisher:
Published: 1974
Total Pages: 404
ISBN-13:
DOWNLOAD EBOOKAuthor: Kathleen Taylor
Publisher: John Wiley & Sons
Published: 2016-02-22
Total Pages: 258
ISBN-13: 1118711599
DOWNLOAD EBOOKPractical "brain-aware" facilitation tailored to the adult brain Facilitating Learning with the Adult Brain in Mind explains how the brain works, and how to help adults learn, develop, and perform more effectively in various settings. Recent neurobiological discoveries have challenged long-held assumptions that logical, rational thought is the preeminent approach to knowing. Rather, feelings and emotions are essential for meaningful learning to occur in the embodied brain. Using stories, metaphors, and engaging illustrations to illuminate technical ideas, Taylor and Marienau synthesize relevant trends in neuroscience, cognitive science, and philosophy of mind. Readers unfamiliar with current brain discoveries will enjoy an informative, easy-to-read book. Neuroscience fans will find additional material designed to supplement their knowledge. Many popular publications on brain and learning focus on school-aged learners or tend more toward anatomical description than practical application. This book provides facilitators of adult learning and development a much-needed resource of tested approaches plus the science behind their effectiveness. Appreciate the fundamental role of experience in adult learning Understand how metaphor and analogy spark curiosity and creativity Alleviate adult anxieties that impede learning Acquire tools and approaches that foster adult learning and development Compared with other books on brain and learning, this volume includes dozens of specific examples of how experienced practitioners facilitate meaningful learning. These "brain-aware" approaches can be adopted and adapted for use in diverse settings. Facilitating Learning with the Adult Brain in Mind should be read by advisors/counselors, instructors, curriculum and instructional developers, professional development designers, corporate trainers and coaches, faculty mentors, and graduate students—in fact, anyone interested in how adult brains learn.
Author: Clark Aldrich
Publisher: John Wiley & Sons
Published: 2009-09-17
Total Pages: 578
ISBN-13: 0470506741
DOWNLOAD EBOOK"Ready to blow your mind? Spend 15 seconds reading Clark Aldrich's The Complete Guide to Simulations and Serious Games. Witty, fast-paced, and non-linear -- it's Spock meets Alton Brown." -- Lynne Kenney, Psy.D., The Family Coach This exciting work offers designers a new way to see the world, model it, and present it through simulations. A groundbreaking resource, it includes a wealth of new tools and terms and a corresponding style guide to help understand them. The author -- a globally recognized industry guru -- covers topics such as virtual experiences, games, simulations, educational simulations, social impact games, practiceware, game-based learning/digital game based learning, immersive learning, and serious games. This book is the first of its kind to present definitions of more than 600 simulation and game terms, concepts, and constructs.
Author: Russell, Donna
Publisher: IGI Global
Published: 2015-10-21
Total Pages: 698
ISBN-13: 1466696303
DOWNLOAD EBOOKGaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Author:
Publisher:
Published: 1980
Total Pages: 1304
ISBN-13:
DOWNLOAD EBOOK