Increasing Student Engagement and Retention Using Immersive InterfacesIncreasing Student Engagement and Retention Using Immersive Interfaces
Virtual Worlds, Gaming, and Simulation / Edited by Charles Wankel, Patrick Blessinger ; in Collaboration With Jurate Stanaityte, Neil Washington
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Book, 2012
Current format, Book, 2012, First edition, All copies in use.Book, 2012
Current format, Book, 2012, First edition, All copies in use. Offered in 0 more formatsUses 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.
"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.
Contributors from education, psychology, business, and a wide range of other fields explain theoretical and methodological aspects of using the computer interfaces in education, and survey a number of applications. Among the topics are learner engagement in the use of individual and collaborative serious games, using virtual worlds to develop teacher candidate skills, engaging in an online video simulation in educational leadership, active learning in a robotics laboratory with university students, and utilizing the virtual learning environment to encourage facility reflection and improve the student learning experience. Distributed in North America by Turpin Distribution. Annotation ©2013 Book News, Inc., Portland, OR (booknews.com)
"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.
Contributors from education, psychology, business, and a wide range of other fields explain theoretical and methodological aspects of using the computer interfaces in education, and survey a number of applications. Among the topics are learner engagement in the use of individual and collaborative serious games, using virtual worlds to develop teacher candidate skills, engaging in an online video simulation in educational leadership, active learning in a robotics laboratory with university students, and utilizing the virtual learning environment to encourage facility reflection and improve the student learning experience. Distributed in North America by Turpin Distribution. Annotation ©2013 Book News, Inc., Portland, OR (booknews.com)
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- Bingley, United Kingdom : Emerald, 2012.
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