Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Charles Wankel
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Description for Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Paperback. 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, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies. Editor(s): Wankel, Charles; Blessinger, Patrick. Series Editor(s): Wankel, Charles. Series: Cutting-Edge Technologies in Higher Education. Num Pages: 250 pages, ill. BIC Classification: JNM; JNT; JNV. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 23. Weight in Grams: 544.
"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 ... Read more
"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 ... Read more
Product Details
Format
Paperback
Publication date
2012
Publisher
Emerald Publishing Limited United Kingdom
Number of pages
250
Condition
New
Series
Cutting-Edge Technologies in Higher Education
Number of Pages
250
Place of Publication
Bingley, United Kingdom
ISBN
9781781902400
SKU
V9781781902400
Shipping Time
Usually ships in 7 to 11 working days
Ref
99-50
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