Author: Richard Hobart Buskirk
Publisher:
ISBN:
Category : Experiential learning
Languages : en
Pages : 408
Book Description
Simulation Games and Experiential Learning in Action
Author: Richard Hobart Buskirk
Publisher:
ISBN:
Category : Experiential learning
Languages : en
Pages : 408
Book Description
Publisher:
ISBN:
Category : Experiential learning
Languages : en
Pages : 408
Book Description
Game-Based Teaching and Simulation in Nursing and Health Care
Author: Eric B. Bauman, PhD, RN
Publisher: Springer Publishing Company
ISBN: 0826109705
Category : Medical
Languages : en
Pages : 274
Book Description
"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
Publisher: Springer Publishing Company
ISBN: 0826109705
Category : Medical
Languages : en
Pages : 274
Book Description
"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
Games and Simulations to Enhance Quality Learning
Author: Danny Saunders
Publisher: Psychology Press
ISBN: 9780749418663
Category : Education
Languages : en
Pages : 306
Book Description
Publisher: Psychology Press
ISBN: 9780749418663
Category : Education
Languages : en
Pages : 306
Book Description
New Horizons in Simulation Games and Experiential Learning
Author:
Publisher:
ISBN:
Category : Management
Languages : en
Pages : 434
Book Description
Publisher:
ISBN:
Category : Management
Languages : en
Pages : 434
Book Description
Handbook of Simulation Gaming in Social Education: Textbook
Author: Ronald Stadsklev
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 184
Book Description
Publisher:
ISBN:
Category : Educational games
Languages : en
Pages : 184
Book Description
Handbook of Simulation Gaming in Social Education / Constitution Today
Author: Ron Stadsklev
Publisher: Createspace Independent Publishing Platform
ISBN: 9781492223986
Category : Education
Languages : en
Pages : 234
Book Description
The Handbook of Simulation Games in Social Education, presents the "What," the "Why," and the "How" of Simulation Games. What are Simulation Games? Why use Simulation Games? How do I create and use Simulation Games? When this book was first published in1974. Ron Stadsklev was one of the few pioneers seeking to introduce Simulation Games as a new teaching technique. Now Simulation Games are in the mainstream and this expanded edition is even more salient than ever. Role playing, games, and social simulations have been around for a long time. In order for the game process to be educational, it must reward participants who understand and interact within the social model effectively. The Model of Autelic Inquiry presented in this Handbook shows how all these elements are incorporated into a Simulation Game. The biggest challenge is developing an entertaining and playable game element without distorting the isomorphism of the social model. This handbook includes several experiential learning techniques. These techniques can be implemented directly from the material contained within the handbook and do not require a computer. The collection of essays which comprise this handbook illustrate how these teaching techniques are used. This handbook also discusses how to avoid the many pitfalls of Simulation Game design. For example: In the T Puzzle game, participants will experience how frustration effects a person's ability to accomplish difficult tasks and the emotional change that accompanies certain activities. "The Land Use Simulation" is a social simulation, designed to demonstrate a process by which people can determine the best way to use their public land. "The Constitution Today" is a simple simulation game, designed to motivate students to study the constitution in a meaningful and personal way. Students will also be using a parliamentary process called log rolling in order to achieve a high score. This simulation game was used in a comparative study of simulation gaming and lecture-discussion method to determine the amount of knowledge retained over time.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781492223986
Category : Education
Languages : en
Pages : 234
Book Description
The Handbook of Simulation Games in Social Education, presents the "What," the "Why," and the "How" of Simulation Games. What are Simulation Games? Why use Simulation Games? How do I create and use Simulation Games? When this book was first published in1974. Ron Stadsklev was one of the few pioneers seeking to introduce Simulation Games as a new teaching technique. Now Simulation Games are in the mainstream and this expanded edition is even more salient than ever. Role playing, games, and social simulations have been around for a long time. In order for the game process to be educational, it must reward participants who understand and interact within the social model effectively. The Model of Autelic Inquiry presented in this Handbook shows how all these elements are incorporated into a Simulation Game. The biggest challenge is developing an entertaining and playable game element without distorting the isomorphism of the social model. This handbook includes several experiential learning techniques. These techniques can be implemented directly from the material contained within the handbook and do not require a computer. The collection of essays which comprise this handbook illustrate how these teaching techniques are used. This handbook also discusses how to avoid the many pitfalls of Simulation Game design. For example: In the T Puzzle game, participants will experience how frustration effects a person's ability to accomplish difficult tasks and the emotional change that accompanies certain activities. "The Land Use Simulation" is a social simulation, designed to demonstrate a process by which people can determine the best way to use their public land. "The Constitution Today" is a simple simulation game, designed to motivate students to study the constitution in a meaningful and personal way. Students will also be using a parliamentary process called log rolling in order to achieve a high score. This simulation game was used in a comparative study of simulation gaming and lecture-discussion method to determine the amount of knowledge retained over time.
Simulation/games for Learning
Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 400
Book Description
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 400
Book Description
Organizing and Learning Through Gaming and Simulation
Author:
Publisher: Eburon Uitgeverij B.V.
ISBN: 9059722310
Category : Simulation games in education
Languages : en
Pages : 432
Book Description
45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.
Publisher: Eburon Uitgeverij B.V.
ISBN: 9059722310
Category : Simulation games in education
Languages : en
Pages : 432
Book Description
45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.
Learning Online with Games, Simulations, and Virtual Worlds
Author: Clark Aldrich
Publisher: John Wiley & Sons
ISBN: 0470596570
Category : Education
Languages : en
Pages : 136
Book Description
Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." Rick Van Sant, professor of learning and technology, Ferris State University
Publisher: John Wiley & Sons
ISBN: 0470596570
Category : Education
Languages : en
Pages : 136
Book Description
Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." Rick Van Sant, professor of learning and technology, Ferris State University
Games and Simulations in Action
Author: H A Davison
Publisher: Routledge
ISBN: 1136223789
Category : Education
Languages : en
Pages : 204
Book Description
First published in 1982. Routledge is an imprint of Taylor & Francis, an informa company.
Publisher: Routledge
ISBN: 1136223789
Category : Education
Languages : en
Pages : 204
Book Description
First published in 1982. Routledge is an imprint of Taylor & Francis, an informa company.