Real World Learning: Simulation and Gaming
dc.contributor.author | Lean, Jonathan | |
dc.contributor.author | Moizer, Jonathan | |
dc.contributor.author | Derham, Cathrine | |
dc.contributor.author | Strachan, Lesley | |
dc.contributor.author | Bhuiyan, Zakirul | |
dc.contributor.other | Faculty of Business | en_US |
dc.date.accessioned | 2020-11-10T11:29:27Z | |
dc.date.available | 2020-11-10T11:29:27Z | |
dc.date.issued | 2020-11 | |
dc.identifier.uri | http://hdl.handle.net/10026.1/16642 | |
dc.description.abstract |
Simulations and games are being used across a variety of subject areas as a means to provide insight into real world situations within a classroom setting; they offer many of the benefits of real world learning but without some of the associated risks and costs. Lean, Moizer, Derham, Strachan and Bhuiyan aim to evaluate the role of simulations and games in real world learning. The nature of simulations and games is discussed with reference to a variety of examples in Higher Education. Their role in real world learning is evaluated with reference to the benefits and challenges of their use for teaching and learning in Higher Education. Three case studies from diverse subject contexts are reported to illustrate the use of simulations and games and some of the associated issues. | en_US |
dc.language.iso | en | |
dc.publisher | University of Plymouth | en |
dc.relation.uri | https://link.springer.com/chapter/10.1007/978-3-030-46951-1_9 | en_US |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | * |
dc.subject | Real world learning, simulation, gaming | en_US |
dc.title | Real World Learning: Simulation and Gaming | en_US |
dc.type | Other | en_US |