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Educational Games for Soft-Skills Training in Digital Environments, Dell`Aquila


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Цена: 12577.00р.
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Автор: Dell`Aquila
Название:  Educational Games for Soft-Skills Training in Digital Environments
ISBN: 9783319063102
Издательство: Springer
Классификация:



ISBN-10: 3319063103
Обложка/Формат: Hardback
Страницы: 169
Вес: 0.43 кг.
Дата издания: 2017
Серия: Advances in Game-Based Learning
Язык: English
Иллюстрации: 2 black & white illustrations, 28 colour illustrations, 28 colour tables, biography
Размер: 242 x 164 x 17
Читательская аудитория: Professional & vocational
Основная тема: Education
Подзаголовок: New Perspectives
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Германии
Описание:
The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings. Several educational techniques are explored, such as role-playing, psychodrama and rule and drama-based games. The experiences reported in the book are the synthesis of several European projects, coordinated by the authors, aimed at applying known psycho-pedagogical training models to on-line, technology enhanced learning contexts in a broad range of applications and target groups. The specificity of such a psycho-pedagogical methodology, applied throughout all the discussed EU projects, is mainly represented by the importance of feedback and debriefing processes that can be conveyed to learners through different means, such as online group or individual chat with tutors, automatic reports and a psychologically informed scoring system. Tutors, either real or artificial, are seen as the key factor facilitating the training process. The ultimate objective of this book is to offer a theoretical framework where real examples, direct experiences and possible indications on how rule and drama-based multiplayer and single player games can support traditional practice for enhancing soft skills to a wide community of trainers, coaches, HR advisors, consultants and psychologists.

Дополнительное описание: Standard practices for soft skills training.- From digital games to new training environments for soft skills training.- A methodology supporting technology enhanced learning for soft skills training.- Multiplayer drama based games.- Single-player drama b



Competencies in Teaching, Learning and Educational Leadership in the Digital Age

Автор: Spector
Название: Competencies in Teaching, Learning and Educational Leadership in the Digital Age
ISBN: 3319302930 ISBN-13(EAN): 9783319302935
Издательство: Springer
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Цена: 15372.00 р.
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Описание:

This book makes a contribution to a global conversation about the competencies, challenges, and changes being introduced as a result of digital technologies. This volume consists of four parts, with the first being elaborated from each of the featured panelists at CELDA (Cognition and Exploratory Learning in the Digital Age) 2014.
Part One is an introduction to the global conversation about competencies and challenges for 21st-century teachers and learners. Part Two discusses the changes in learning and instructional paradigms. Part Three is a discussion of assessments and analytics for teachers and decision makers. Lastly, Part Four analyzes the changing tools and learning environments teachers and learners must face.
Each of the four parts has six chapters. In addition, the book opens with a paper by the keynote speaker aimed at the broad considerations to take into account with regard to instructional design and learning in the digital age. The volume closes with a reflective piece on the progress towards systemic and sustainable improvements in educational systems in the early part of the 21st century.
Choosing and Using Digital Games in the Classroom

Автор: Becker
Название: Choosing and Using Digital Games in the Classroom
ISBN: 3319122223 ISBN-13(EAN): 9783319122229
Издательство: Springer
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Цена: 15372.00 р.
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Описание: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.


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