Produktbild: Learning Online with Games, Simulations, and Virtual Worlds

Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

22.09.2009

Verlag

Wiley

Seitenzahl

144

Maße (L/B/H)

23.3/17.8/1.3 cm

Gewicht

250 g

Sprache

Englisch

ISBN

978-0-470-43834-3

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

22.09.2009

Verlag

Wiley

Seitenzahl

144

Maße (L/B/H)

23.3/17.8/1.3 cm

Gewicht

250 g

Sprache

Englisch

ISBN

978-0-470-43834-3

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: Learning Online with Games, Simulations, and Virtual Worlds
  • Preface.

    Part I: What Are Games, Simulations, and Virtual Worlds, and Why Should I Care?

    Chapter 1: Understanding Highly Interactive Virtual Environments

    Do Highly Interactive Virtual Environments Work Better?

    The "Why".

    Clarifying What We Mean by Highly Interactive Virtual Environments.

    Chapter 2: Embracing Interactivity.

    Interactivity Levels 0 through 6.

    Interactivity Levels and Leadership Models.

    Chapter 3: Sims: A New Model of Content.

    Simulation Elements.

    Game Elements.

    Pedagogical Elements.

    Tasks and Levels.

    Genres of Stand-Alone Sims.

    Four Concluding Thoughts

    Chapter 4: Highly Interactive Content from the Students' and the Instructor's Perspective.

    Different Culture, Different Rules.

    Learning to Love Frustration and Anticipate Resolution.

    How Well Does the Instructor Have to Know the Sim?

    Part II: Choosing and Using a Highly Interactive Virtual Environment.

    Chapter 5: Identifying The Right Approach for the Right Need.

    Why Use Distance Learning Programs at All?

    When to Use Highly Interactive Content.

    Costs Associated with HIVEs.

    Chapter 6: Doing the Prep Work.

    Connect with Other Interested Professionals.

    Access the Content.

    Infrastructure Selection Criteria.

    Content Selection Criteria

    Self-Paced/Single Player, Asynchronous, or Synchronous.

    Trust.

    Conclusion: Might Second Life Be the Interface to (Other) Sims?

    Chapter 7: Integrating and Piloting.

    Technical Support for Students.

    Chunking Content.

    Piloting.

    Conclusion: The Need for Front Loading.

    Chapter 8: A Brief Example of a Simulation Deployment.

    Peter Shea's Sim for Writing.

    Students as Real-Time Evaluators of Sims?

    Chapter 9: The Processes of Using a HIVE and the Role of Coaching.

    The Setup.

    On Ramp: From Real Life to Simulation.

    Teaching the Interface.

    First Public Simulation Play.

    Putting Together Groups for Multiplayer or Team-Based Sims.

    Coaching during the Student Use.

    After Action Reviews.

    Off Ramp: From Simulation Back to Real Life.

    Into the Breach.

    Chapter 10: Creating Evaluation Strategies.

    Why Not Measure Experience with a Multiple-Choice Test?

    Assessment Strategies.

    Assessment Techniques for Grading Student Performance.

    Conclusion.

    Part III: Other Considerations.

    Chapter 11: Selling Interactive Environments Internally-Getting Buy In from Administrators, Department Heads, Colleagues, Parents, and even Students.

    Building Support for HIVEs.

    What Does Success Look Like for You?

    Epilogue: The New Attraction of Distance Learning.

    References.

    Index.