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Increasing student engagement and re...
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Blessinger, Patrick.
Increasing student engagement and retention using immersive interfacesvirtual worlds, gaming, and simulation /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Increasing student engagement and retention using immersive interfacesedited by Laura A. Wankel, Patrick Blessinger.
其他題名:
virtual worlds, gaming, and simulation /
其他作者:
Wankel, Laura A.
出版者:
Bingley, U.K. :Emerald,2012.
面頁冊數:
1 online resource (x, 386 p.) :ill.
附註:
Includes index.
標題:
Internet in higher education.
電子資源:
http://www.emeraldinsight.com/2044-9968/6 Part C
ISBN:
9781781902417 (electronic bk.)
Increasing student engagement and retention using immersive interfacesvirtual worlds, gaming, and simulation /
Increasing student engagement and retention using immersive interfaces
virtual worlds, gaming, and simulation /[electronic resource] :edited by Laura A. Wankel, Patrick Blessinger. - Bingley, U.K. :Emerald,2012. - 1 online resource (x, 386 p.) :ill. - Cutting-edge technologies in higher education,v. 6, pt. C2044-9968 ;. - Cutting-edge technologies in higher education ;v. 4..
Includes index.
Innovative approaches in higher education : an introduction to using immersive interfaces / Patrick Blessinger, Charles Wanke -- Learner engagement in the use of individual and collaborative serious games / Margarida Romero -- Strategies for designing engaging e-learning instructions : know your learners' need / Wei Lian Tan -- Game mechanics for classroom engagement / Stayc DuBravac -- Increasing student engagement using client-based peer assessment in multi-role, whole-enterprise simulations / Steve Gove -- Bringing the classroom to life : using virtual worlds to develop teacher candidate skills / Danielle Mirliss, Grace May, Mary Zedeck -- Engaging Chinese students and enhancing leadership development through virtual simulation : a cross-cultural perspective / Scott A. Johnson, Jing Luo -- Engagement in an online video simulation in educational leadership / R. Martin Reardon ... [et al.] -- Augmenting engagement : augmented reality in education / Jon Cabiria -- Bolstering student hands-on experience through the use of virtualization / Denise M. Pheils -- Use of open source software and virtualization in academia to enhance higher education everywhere / Maurice Eugene Dawson, Imad Al Saeed -- Active learning in a robotics laboratory with university students / Lorella Gabriele, Assunta Tavernise, Francesca Bertacchini -- Utilising the virtual learning environment to encourage faculty reflection and improve the student learning experience / Tiffany M. Winchester, Maxwell K. Winchester.
Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.
ISBN: 9781781902417 (electronic bk.)Subjects--Topical Terms:
231424
Internet in higher education.
LC Class. No.: LB1044.87 / .I53 2012
Dewey Class. No.: 371.3344678
Universal Decimal Class. No.: 37.04
Increasing student engagement and retention using immersive interfacesvirtual worlds, gaming, and simulation /
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Innovative approaches in higher education : an introduction to using immersive interfaces / Patrick Blessinger, Charles Wanke -- Learner engagement in the use of individual and collaborative serious games / Margarida Romero -- Strategies for designing engaging e-learning instructions : know your learners' need / Wei Lian Tan -- Game mechanics for classroom engagement / Stayc DuBravac -- Increasing student engagement using client-based peer assessment in multi-role, whole-enterprise simulations / Steve Gove -- Bringing the classroom to life : using virtual worlds to develop teacher candidate skills / Danielle Mirliss, Grace May, Mary Zedeck -- Engaging Chinese students and enhancing leadership development through virtual simulation : a cross-cultural perspective / Scott A. Johnson, Jing Luo -- Engagement in an online video simulation in educational leadership / R. Martin Reardon ... [et al.] -- Augmenting engagement : augmented reality in education / Jon Cabiria -- Bolstering student hands-on experience through the use of virtualization / Denise M. Pheils -- Use of open source software and virtualization in academia to enhance higher education everywhere / Maurice Eugene Dawson, Imad Al Saeed -- Active learning in a robotics laboratory with university students / Lorella Gabriele, Assunta Tavernise, Francesca Bertacchini -- Utilising the virtual learning environment to encourage faculty reflection and improve the student learning experience / Tiffany M. Winchester, Maxwell K. Winchester.
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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.
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http://www.emeraldinsight.com/2044-9968/6 Part C
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