Neo-Simulation and Gaming Toward Active Learning (Hardcover, 1st ed. 2019)


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.

R3,843

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

Discovery Miles38430
Mobicred@R360pm x 12* Mobicred Info
Free Delivery
Delivery AdviceShips in 10 - 15 working days


Toggle WishListAdd to wish list
Review this Item

Product Description

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.

Customer Reviews

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

Product Details

General

Imprint

Springer Verlag, Singapore

Country of origin

Singapore

Series

Translational Systems Sciences, 18

Release date

October 2019

Availability

Expected to ship within 10 - 15 working days

First published

2019

Editors

, , , , , ,

Dimensions

235 x 155mm (L x W)

Format

Hardcover

Pages

560

Edition

1st ed. 2019

ISBN-13

978-981-13-8038-9

Barcode

9789811380389

Categories

LSN

981-13-8038-4



Trending On Loot