Increasing Student Engagement and Retention Using Immersive Interfaces - Virtual Worlds, Gaming, and Simulation (Paperback)


"Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation" uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.

R2,790

Or split into 4x interest-free payments of 25% on orders over R50
Learn more

Discovery Miles27900
Mobicred@R261pm x 12* Mobicred Info
Free Delivery
Delivery AdviceShips in 12 - 17 working days


Toggle WishListAdd to wish list
Review this Item

Product Description

"Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation" uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.

Customer Reviews

No reviews or ratings yet - be the first to create one!

Product Details

General

Imprint

Emerald Publishing Limited

Country of origin

United Kingdom

Series

Cutting-edge Technologies in Higher Education

Release date

December 2012

Availability

Expected to ship within 12 - 17 working days

First published

2012

Editors

,

Series editors

Dimensions

229 x 152 x 23mm (L x W x T)

Format

Paperback

Pages

250

ISBN-13

978-1-78190-240-0

Barcode

9781781902400

Categories

LSN

1-78190-240-2



Trending On Loot