Simulation and Gaming in Education

Simulation and Gaming in Education PDF Author: P. J. Tansey
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 170

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Book Description
Monograph on the use of simulation and games as teaching methods in education, with particular reference to practices in the UK - covers historical development of simulation and its advantages, models and varieties, academic gaming, simulation in teacher training, computer usage, etc. Bibliographys.

Simulation and Gaming in Education

Simulation and Gaming in Education PDF Author: P. J. Tansey
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 170

Get Book

Book Description
Monograph on the use of simulation and games as teaching methods in education, with particular reference to practices in the UK - covers historical development of simulation and its advantages, models and varieties, academic gaming, simulation in teacher training, computer usage, etc. Bibliographys.

Games and Simulations in Online Learning: Research and Development Frameworks

Games and Simulations in Online Learning: Research and Development Frameworks PDF Author: Gibson, David
Publisher: IGI Global
ISBN: 1599043068
Category : Education
Languages : en
Pages : 420

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Book Description
"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.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174

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Book Description
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.

Applied Pedagogies for Higher Education

Applied Pedagogies for Higher Education PDF Author: Dawn A. Morley
Publisher: Springer Nature
ISBN: 3030469514
Category : Education
Languages : en
Pages : 425

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Book Description
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.

Engaging Learning

Engaging Learning PDF Author: Clark N. Quinn
Publisher: John Wiley & Sons
ISBN: 0787979791
Category : Business & Economics
Languages : en
Pages : 243

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Book Description
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies PDF Author: Piu, Angela
Publisher: IGI Global
ISBN: 1605669318
Category : Education
Languages : en
Pages : 256

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Book Description
Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences.

Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment PDF Author: Harold F. O'Neil
Publisher: Routledge
ISBN: 1317814673
Category : Computers
Languages : en
Pages : 312

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Book Description
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education PDF Author:
Publisher: BRILL
ISBN: 908790312X
Category : Education
Languages : en
Pages : 312

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Book Description
"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments PDF Author: Gibson, David
Publisher: IGI Global
ISBN: 1605663239
Category : Business & Economics
Languages : en
Pages : 540

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Book Description
Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society PDF Author: Toshiyuki Kaneda
Publisher: Springer
ISBN: 9811005753
Category : Mathematics
Languages : en
Pages : 466

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Book Description
This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.