Neo-Simulation and Gaming Toward Active Learning

Lieferzeit: Lieferbar innerhalb 14 Tagen

106,99 

Translational Systems Sciences 18

ISBN: 9811380414
ISBN 13: 9789811380419
Herausgeber: Ryoju Hamada/Songsri Soranastaporn/Hidehiko Kanegae et al
Verlag: Springer Verlag GmbH
Umfang: xx, 560 S., 67 s/w Illustr., 90 farbige Illustr., 560 p. 157 illus., 90 illus. in color.
Erscheinungsdatum: 18.10.2020
Auflage: 1/2020
Produktform: Kartoniert
Einband: Kartoniert

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association’s annual conference in Thailand 9-13 July 2018. The importance of changing teachers‘ one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Artikelnummer: 9848160 Kategorie:

Beschreibung

This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming. This cumulative wisdom comes from cutting-edge trials reported at the 49th International Simulation and Gaming Association's annual conference in Thailand 9-13 July 2018. The importance of changing teachers' one-way lecture approach to that of active learning has been commonly understood for several decades and has been promoted especially in recent years in Asian universities. Simulation and gaming meets the requirements of such teaching programs, especially for active learning, but there are few books or references on how to gamify a lecture. This book serves as a guide to facilitate that change. The author recognizes the duty to provide readers with fixed directions toward simulation and gaming in the next generation, which have still not been fully elucidated. Developing a simulation and gaming culture and making it sustainable in the next decade are the purpose of this book.

Autorenporträt

Ryoju Hamada, Thammasat University, Sirindhorn International Institute of Technology. Songsri Soranastaporn, Mahidol University, Faculty of Liberal Arts. Hidehiko Kanegae, Ristumeikan University, Graduate School of Policy Science. Pongchai Dumrongrojwatthana, Chulalongkong University, Faculty of Science. Settachai Chaisanit, SPUC, School of Information Technology. Paola Rizzi, University of L'Aquila.

Herstellerkennzeichnung:


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E-Mail: juergen.hartmann@springer.com

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