Using Games Simulations In The Classroom

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Using Games And Simulations In The Classroom
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Author : Henry Ellington
language : en
Publisher: Routledge
Release Date : 2013-05-13
Using Games And Simulations In The Classroom written by Henry Ellington and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-13 with Education categories.
Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and simulations in schools. It provides practical advice and guidance on how and when to use these as well as illustrative cases from nursery schools to secondary level.
Using Games Simulations In The Classroom
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Author : Henry Ellington
language : en
Publisher: Psychology Press
Release Date : 1998
Using Games Simulations In The Classroom written by Henry Ellington and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Education categories.
First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.
Games And Simulations In Online Learning Research And Development Frameworks
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Author : Gibson, David
language : en
Publisher: IGI Global
Release Date : 2006-09-30
Games And Simulations In Online Learning Research And Development Frameworks written by Gibson, David and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-09-30 with Education categories.
"This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
Applied Pedagogies For Higher Education
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Author : Dawn A. Morley
language : en
Publisher: Springer Nature
Release Date : 2020-11-05
Applied Pedagogies For Higher Education written by Dawn A. Morley and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-11-05 with Education categories.
This open access book critiques real world learning across both the curriculum and extracurricular activities. Drawing on disciplines as diverse as business, health, fashion, sociology and geography, the editors and authors employ a cross-disciplinary approach to examine how this concept is being applied in higher education. Divided into three parts, the authors and contributors analyse broader applications of real world learning, student experience of practicing in a real world setting, and how learning strategies can be employed to engage students in real world learning. The editors and contributors provide up-to-date, cross-disciplinary and international insights into how real world learning could be integrated into the higher education curriculum to support effective, relevant and life-long learning for 21st century students.
Virtual And Augmented Reality Simulation And Serious Games For Education
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Author : Yiyu Cai
language : en
Publisher: Springer Nature
Release Date : 2021-08-13
Virtual And Augmented Reality Simulation And Serious Games For Education written by Yiyu Cai and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-13 with Technology & Engineering categories.
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Learning Science Through Computer Games And Simulations
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Author : National Research Council
language : en
Publisher: National Academies Press
Release Date : 2011-04-12
Learning Science Through Computer Games And Simulations written by National Research Council and has been published by National Academies Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-04-12 with Education categories.
At 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.
An Introduction To Game Studies
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Author : Frans Mäyrä
language : en
Publisher: SAGE
Release Date : 2008-02-18
An Introduction To Game Studies written by Frans Mäyrä and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-02-18 with Language Arts & Disciplines categories.
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.
Dynamite In The Classroom
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Author : Sandra Schurr
language : en
Publisher: National Middle School Association
Release Date : 1989
Dynamite In The Classroom written by Sandra Schurr and has been published by National Middle School Association this book supported file pdf, txt, epub, kindle and other format this book has been release on 1989 with Education categories.
Simulations And Games For Transition And Change
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Author : Danny Saunders
language : en
Publisher: Psychology Press
Release Date : 2000
Simulations And Games For Transition And Change written by Danny Saunders and has been published by Psychology Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2000 with Business & Economics categories.
First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.
The International Simulation Gaming Research Yearbook
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Author : Danny Saunders
language : en
Publisher: Routledge
Release Date : 2012-10-12
The International Simulation Gaming Research Yearbook written by Danny Saunders and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-10-12 with Education categories.
The 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.