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Description
Higher education institutions are increasingly delivering content online, but the content is often not sufficiently engaging. "Learning Online with Games, Simulations, and Virtual Worlds" provides a simple and practical guide to identifying when and what kind of games, simulations, and virtual environments should be used, how to get them, how to deploy them, and how to measure their effectiveness. Using frameworks, tips, case studies, real examples, and resources, this cutting-edge tool will help faculty members and instructional designers comfortably use games, simulations, and virtual environments to enhance learning.
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Higher education institutions are increasingly delivering content online, but the content is often not sufficiently engaging. "Learning Online with Games, Simulations, and Virtual Worlds" provides a simple and practical guide to identifying when and what kind of games, simulations, and virtual environments should be used, how to get them, how to deploy them, and how to measure their effectiveness. Using frameworks, tips, case studies, real examples, and resources, this cutting-edge tool will help faculty members and instructional designers comfortably use games, simulations, and virtual environments to enhance learning.
Reviews