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1,716 results on '"Simulation games in education"'

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1. A systematic review of the use of simulation games in K-12 education.

2. Case-based activities for risk management education.

3. Relative effectiveness of simulation games, blended learning, and interactive multimedia in basic science achievement of varying ability pupils.

4. Benchmarking Data Acquisition event building network performance for the ATLAS HL-LHC upgrade.

5. Cluster reconstruction in the HGCAL at the Level 1 trigger.

6. Reducing students' foreign language anxiety to improve English vocabulary learning in an online simulation game.

7. An adaptive control strategy for microgrid secondary frequency based on parameter identification.

8. Gender difference in students' performance in chemistry – can computer simulation bridge the gap?

9. MENTAL SIMULATION SELF-REFLECTION TASKS FOR INCREASED LEARNING OF ENGLISH.

10. Playing Spent!: FGWC Experiences of Poverty Simulation Games.

11. Level Up Your Learning: The Power of Gamification

12. Gamification in Higher Education : A How-To Instructional Guide

13. Co-Creating the Future : A Leadership Simulation to Catalyze School Change  (Strategies to Build a Future-oriented Mindset in Leaders

14. Gamification and Design Thinking in Higher Education : Case Studies for Instructional Innovation in the Economics Classroom

15. Psychoanalytische Pädagogik: Perspektiven auf das kindliche Spiel

16. The Literacies of the Esports Ecosystem

17. Advancing Simulation-Based Education in Brazil: Bridging Research and Practice for Healthcare Excellence.

18. Assessing approaches to learning with nonparametric multidimensional scaling.

19. Early prediction of student knowledge in game‐based learning with distributed representations of assessment questions.

20. Assessing negotiation skill and its development in an online collaborative simulation game: A social network analysis study.

21. Towards the use of interactive simulation for effective e-learning in university classroom environment

22. Gamification in the RhetComp Curriculum

23. Games As Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning : Strategies & Resources

24. Gamificación y aprendizaje móvil de la ortografía : Diseño de la app GAUBI-Orto

25. Digital Storytelling and Digital Gaming in the 21st Century EFL Classroom: New Frontiers in CALL

27. Handbook of Research on the Influence and Effectiveness of Gamification in Education

28. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

29. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills

30. Engaging Social-Emotional Skits for Gifted Students : Prompts and Roleplays for Grades 2-6

31. Teaching in the Game-Based Classroom : Practical Strategies for Grades 6-12

32. Selección de temas de la actividad lúdica y el juego

33. Computer Simulations and Gaming

34. Teaching the Middle Ages Through Modern Games : Using, Modding and Creating Games for Education and Impact

35. Handbook of Research on Promoting Economic and Social Development Through Serious Games

36. Theoretical Issues of Using Simulations and Games in Educational Assessment : Applications in School and Workplace Contexts

37. DIGITAL SIMULATION GAMES FOR MEDIA EDUCATION. A DIDACTIC SCENARIO.

39. Learning Through Simulations : Ideas for Educational Practitioners

40. Can You Beat Churchill? : Teaching History Through Simulations

41. La simulación como estrategia educativa. Propuesta adaptada para el medio físico y virtual

42. Games of History : Games and Gaming As Historical Sources

43. Emerging Realities and the Future of Technology in the Classroom

44. Games and Simulations in Teacher Education

45. The Routledge Companion to Games in Architecture and Urban Planning : Tools for Design, Teaching, and Research

46. SIMULAÇÃO REALÍSTICA NA FORMAÇÃO EM ENFERMAGEM : Percepção de Docentes e Discentes

47. Historia Ludens : The Playing Historian

48. Environmental Science and International Politics : Acid Rain in Europe, 1979-1989, and Climate Change in Copenhagen, 2009

49. Authentic Virtual World Education : Facilitating Cultural Engagement and Creativity

50. Handbook of Research on Immersive Digital Games in Educational Environments

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