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Neo Simulation and Gaming Toward Active Learning

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for;

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Increasing Student Engagement and Retention Using Immersive Interfaces

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys;

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Simulation Gaming Through Times and Disciplines

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which;

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Games in a World of Infrastructure

/>This book examines the possible contributions of gaming-simulation methods for research, learning and intervention in a world;

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The International Simulation & Gaming Research Yearbook

The eighth volume in the Simulation and Gaming Research Yearbook series brings together topical and authoritative contributions from;

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Digital Games And Learning

and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation;

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Simulation and Gaming for Social Design

This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and;

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Intersections in Simulation and Gaming

, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian;

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Simulation in Nursing Education

students, offering evidence-based, experiential learning opportunities that foster critical thinking and clinical reasoning. Simulation in Nursing;

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Intersections in Simulation and Gaming: Disruption and Balance

areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.;

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101 Ways to Make Learning Active Beyond the Classroom

tools, as well as guidance toward using a full gamut of tools from gamification and simulation to serious games and m-learning. Active training;

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Increasing Student Engagement and Retention

virtual worlds, gaming, and simulation; mobile applications including smartphones, Skype and texting technologies; classroom technologies i.e;

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Intercultural Business Communication and Simulation and Gaming Methodology

main issues: (a) explaining intercultural communication; (b) research on intercultural business communication; (c) the use of simulation and;

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Simulation and Game-Based Learning in Emergency and Disaster Management

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply;

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Simulation and Game-Based Learning in Emergency and Disaster Management

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply;

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The Wiley Handbook of Learning Technology

chapters tackle timely and controversial subjects, such as gaming and simulation, security, lifelong learning, distance education, learning across;

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Instructional Planning Systems

This book is concerned with the educational aspects of gaming simulation procedures and their application to urban studies and to the;

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Neo-Liberalism, Globalization and Human Capital Learning

With a highly accessible and lucid text this book reviews the political shift toward neo-liberal ideology and explores its tremendous;

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Neo-Liberalism, Globalization and Human Capital Learning

With a highly accessible and lucid text this book reviews the political shift toward neo-liberal ideology and explores its tremendous;

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A study on the relationship between Video Gaming and Language Learning

When you think of Video Gaming, what immediately springs to mind? Action? Adventure? Heartache? Rage? How about Language Learning? No;

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Integrated Business Information Systems

descriptions of the topics supplemented by online tests and exercises. Part II introduces role play and the online gaming and simulation environment;

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Integrated Business Information Systems

descriptions of the topics supplemented by online tests and exercises. Part II introduces role play and the online gaming and simulation environment;

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Problem-Based Learning in Communication Systems Using MATLAB and Simulink

Designed to help teach and understand communication systems using a classroom-tested, active learning approach. * Discusses communication;

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Spiritual Gaming

world. This contemporary guide to spirituality focuses on themes such as the parallels between simulated gaming environments and dream spaces;

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Computer Games And Team And Individual Learning

Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series;

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E-Learning Games

, simulation exercises, experiential activities, and other active learning approaches that will guide its users as they create engaging, interactive;

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Learning Science Through Computer Games and Simulations

recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many;

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