£92.98

Springer Neo-Simulation and Gaming Toward Active Learning: 18 (Translational Systems Sciences, 18)

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Description

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. From the Back Cover 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.  About the Author 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.

Product Specifications

Format
Hardcover
Domain
Amazon UK
Release Date
18 October 2019
Listed Since
02 April 2019

Barcode

No barcode data available

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