Gamification, e-Learning, and Virtual Reality Gamification, e-Learning, and Virtual Reality

Gamification, e-Learning, and Virtual Reality

A Guide for Teachers and Trainers

Sean Hickey und andere

Beschreibung des Verlags

Can you teach and play games at the same time? When you hear or see the phrase "educational game," are you envisioning something valuable and engaging? Or a fun activity with little benefit? Too often, trainers and teachers see "fun" and "valuable" as two ends of an educational spectrum. Learning experiences—either face-to-face or online—can either be useful for the learners, providing opportunities for connecting to the content, or they can be fun games, used exclusively for review. This view is supported, in part, by existing "educational" materials, that are either light on content or unappealing to learners.

This guide from the learning experts at The Ohio State University's Center on Education and Training for Emplyment confounds those expectations by exploring gamification done right. By looking at education from a gamer's perspective, you can understand learners' motivations and identify how gaming strategies can transform "boring" training and teaching topics or complex content into entertaining, engaging, and approachable learning experiences.

GENRE
Gewerbe und Technik
ERSCHIENEN
2018
28. Januar
SPRACHE
EN
Englisch
UMFANG
26
Seiten
VERLAG
The Ohio State University
GRÖSSE
22
 MB

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