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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: Virtual Worlds, Gaming, and Simulation uses case studies, surveys;
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This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which;
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/>This book examines the possible contributions of gaming-simulation methods for research, learning and intervention in a world;
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The eighth volume in the Simulation and Gaming Research Yearbook series brings together topical and authoritative contributions from;
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and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation;
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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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, SimTecT 2016, and the 47th International Simulation and Gaming Association Conference, ISAGA 2016, Held as Part of the First Australasian;
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students, offering evidence-based, experiential learning opportunities that foster critical thinking and clinical reasoning. Simulation in Nursing;
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areas of human dimensions; gaming experience; design and application; search and rescue; defence-oriented technology and training.;
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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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virtual worlds, gaming, and simulation; mobile applications including smartphones, Skype and texting technologies; classroom technologies i.e;
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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 are essential applications in a learning environment as they provide learners an opportunity to apply;
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Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply;
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chapters tackle timely and controversial subjects, such as gaming and simulation, security, lifelong learning, distance education, learning across;
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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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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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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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When you think of Video Gaming, what immediately springs to mind? Action? Adventure? Heartache? Rage? How about Language Learning? No;
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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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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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Designed to help teach and understand communication systems using a classroom-tested, active learning approach. * Discusses communication;
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world. This contemporary guide to spirituality focuses on themes such as the parallels between simulated gaming environments and dream spaces;
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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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, simulation exercises, experiential activities, and other active learning approaches that will guide its users as they create engaging, interactive;
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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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