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This book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative;
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and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games;
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and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games;
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effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume;
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effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds;
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, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital;
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assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for;
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education's long-standing use of standardised patients, this book infuses standardised individuals and clinical simulations into teacher education. As;
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education's long-standing use of standardised patients, this book infuses standardised individuals and clinical simulations into teacher education. As;
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The theme of this volume is emergency and crisis management and how games and simulations are effective tools in dealing with these issues;
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Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and;
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Education is the guide to help you remedy this predicament! Helpful and easy-to-use, this text teaches you how to use computer-based games and;
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Education is the guide to help you remedy this predicament! Helpful and easy-to-use, this text teaches you how to use computer-based games and;
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background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design;
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background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design;
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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;
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Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized;
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Have you ever wanted to include believable physical behaviors in your games and projects to give them that extra edge? Physics for;
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/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and;
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/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and;
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support participants' language and critical thinking skills and their abilities as future teachers. The book first introduces the concept;
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This book is a follow up to Board Game Education. However, unlike many of the board games discussed in Board Game Education, this book;
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for teacher training programs in physical education and elementary education.;
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, in-service teacher or sports coach with an interest in games teaching or physical education.;
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, in-service teacher or sports coach with an interest in games teaching or physical education.;
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open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning;
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