Published 1988
by Pergamon in Oxford .
Written in English
Edition Notes
Includes bibliographies.
Statement | edited by David Crookall ... (et al.). |
Contributions | Crookall, David. |
Classifications | |
---|---|
LC Classifications | LB1029.S53 |
The Physical Object | |
Pagination | xvi,281p. : |
Number of Pages | 281 |
ID Numbers | |
Open Library | OL20974164M |
ISBN 10 | 0080364659 |
For more than five decades, Simulation & Gaming: An Interdisciplinary Journal of Theory, Practice and Research has served as a leading international forum for the exploration and development of simulation/gaming methodologies used in education, training. Simulation-Gaming On the Improvement of Competence in Dealing with Complexity, Uncertainty and Value Conflicts as a method and setting for training and education, and as a tool in shaping . Simulation, Gaming, and Language Learning book. Read reviews from world’s largest community for readers.3/5(2). "The Guide to Simulations/Games for Education and Training" was the authoritative reference book for the field from to Describes technological developments and changes in the field and .
Simulation gaming for education in MyBase: the future of air force education and training with virtual world learning. Conference Paper (PDF Available) January with Reads How we. The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations . Presents some ideas for using simulation games to improve human performance, serve as motivators for instruction, provide opportunities for evaluating learning, and test research models. The potential for . Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences. A defining collection of field advancements, this publication gradually leads readers through the steps of planning innovative strategies in math education.
The Simulation & Gaming journal defines Simulation/gaming in its broadest meaning, “to encompass such areas as simulation, computerized simulation, internet simulation, gaming, simulation/gaming, serious games, educational games, training . Of Stadsklev's several publications, by far the most important is his two-volume Handbook of Simulation Gaming in Social Education (textbook, ; directory, ), containing articles by Stadsklev himself, James Coleman, Garry Shirts, and others, and (volume two) cross-referencing the salient aspects of nearly all the simulation games about social education 5/5(5). Computer-Based Simulations in Education and Training: A Selected Bibliography (Educational Technology Selected Bibliography Series). • O'Haver, T. (). Simulations and Computer Models in the Classroom. • Twelker, P.A. and K. Layden (). Educational Simulation/Gaming. Simulation is gaining recognition as an academic discipline with a core body of knowledge being developed. It is being taught to students from high school through graduate school. Simulation is also increasingly being used for education and training .