Author: Clark N. Quinn
Publisher: John Wiley & Sons
ISBN: 0787979791
Category : Business & Economics
Languages : en
Pages : 243
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.
Engaging Learning
Author: Clark N. Quinn
Publisher: John Wiley & Sons
ISBN: 0787979791
Category : Business & Economics
Languages : en
Pages : 243
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.
Publisher: John Wiley & Sons
ISBN: 0787979791
Category : Business & Economics
Languages : en
Pages : 243
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 Games
Author: Dennis Adams
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 136
Book Description
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 136
Book Description
The Design and Use of Simulation Computer Games in Education
Author:
Publisher: BRILL
ISBN: 908790312X
Category : Education
Languages : en
Pages : 312
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
Publisher: BRILL
ISBN: 908790312X
Category : Education
Languages : en
Pages : 312
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
Simulation Games in Learning
Author: Sarane Spence Boocock
Publisher: SAGE Publications, Incorporated
ISBN:
Category : Education
Languages : en
Pages : 296
Book Description
Publisher: SAGE Publications, Incorporated
ISBN:
Category : Education
Languages : en
Pages : 296
Book Description
Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
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.
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
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.
Simulation/games for Learning
Simulation and Gaming in Education
Author: P. J. Tansey
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 170
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.
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 170
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.
Learning and the Simulation Game
Author: John Laverack Taylor
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 254
Book Description
First published by Penguin in 1972 as Simulation in the classroom.
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 254
Book Description
First published by Penguin in 1972 as Simulation in the classroom.
Instructional Simulation Games
Author: Sivasailam Thiagarajan
Publisher: Educational Technology
ISBN: 9780877781165
Category : Education
Languages : en
Pages : 104
Book Description
Publisher: Educational Technology
ISBN: 9780877781165
Category : Education
Languages : en
Pages : 104
Book Description
Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned
Author: Kaufman, David
Publisher: IGI Global
ISBN: 1615207325
Category : Computers
Languages : en
Pages : 528
Book Description
"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.
Publisher: IGI Global
ISBN: 1615207325
Category : Computers
Languages : en
Pages : 528
Book Description
"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.