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Addresses the complex and diverse experiences of learners in a world embedded with digital technologies.
"This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process"--
How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations.
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.