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Simulation Games
  • Language: en
  • Pages: 136

Simulation Games

  • Type: Book
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  • Published: 1973
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  • Publisher: Unknown

None

Using Games & Simulations in the Classroom
  • Language: en
  • Pages: 188

Using Games & Simulations in the Classroom

First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.

Simulation and Gaming in Education
  • Language: en
  • Pages: 170

Simulation and Gaming in Education

  • Type: Book
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  • Published: 1969
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  • Publisher: Unknown

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 to Enhance Quality Learning
  • Language: en
  • Pages: 306

Games and Simulations to Enhance Quality Learning

None

Simulation Games in Learning
  • Language: en
  • Pages: 296

Simulation Games in Learning

None

The Design and Use of Simulation Computer Games in Education
  • Language: en
  • Pages: 312

The Design and Use of Simulation Computer Games in Education

  • Type: Book
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  • Published: 2007-01-01
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  • Publisher: BRILL

"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 and Gaming for Mathematical Education: Epistemology and Teaching Strategies
  • Language: en
  • Pages: 256

Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies

  • Type: Book
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  • Published: 2010-08-31
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  • Publisher: IGI Global

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
  • Language: en
  • Pages: 337

Using Games and Simulations for Teaching and Assessment

  • Type: Book
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  • Published: 2016-03-31
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  • Publisher: Routledge

Incorporates several innovative and increasingly popular subject areas, including the gamification of education, assessment, and STEM subjects Combines research and authorship from both civilian and military worlds as well as interdisciplinary fields Rigorously defines and analyzes the criteria of selecting, designing, implementing, and evaluating emerging educational technologies while offering implications for future use

VR, Simulations and Serious Games for Education
  • Language: en
  • Pages: 130

VR, Simulations and Serious Games for Education

  • Type: Book
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  • Published: 2018-10-10
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  • Publisher: Springer

This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Learning Science Through Computer Games and Simulations
  • Language: en
  • Pages: 174

Learning Science Through Computer Games and Simulations

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, understa...