Supporting Adult Learners through Games and Interactive Teaching
portes grátis
Supporting Adult Learners through Games and Interactive Teaching
A Practical Guide
Hirani, Chandni; Varin, Caroline
Taylor & Francis Ltd
11/2022
178
Mole
Inglês
9781032136158
15 a 20 dias
Descrição não disponível.
1: Introduction; 2: Playing 'against and with': learning IR theories by gaming the Prisoner's dilemma; 3: Using Role Play to Teach Learners How to Negotiate Using Different Strategies; 4: Toffeconomy: creating a fictional society to illustrate economic concepts; 5: Pandemics, Popular Culture and Problem-Based Gaming: Teaching state responses to disease control the "Undead Way"; 6: Playful Mocktails Competition (c): Developing Empathy; 7: Developing a strategy to play Monopoly (TM) using mathematical techniques and explore various analytical methods; 8: Reclamation: Game-based Critical Re-thinking of Historical First & Bests; 9: Using Role Play to Understand the Impacts of Social Media through Action Research; 10: Games On A Grid (I): Noughts And Crosses; 11: Games On A Grid (II): Hotspot; 12: A fantasy game to illustrate the psychology of power and information asymmetry; 13: Building up Trust and Rapport with Neuroscience Insights; 14: Design Thinking for communication, planning and problem solving; 15: Using an Experiential Activity to Teach Customer Discovery in Entrepreneurship; 16: Teaching students how to network: goal-setting, maintenance and technology; 17: Conclusion
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Chandni Hirani;Caroline Varin;Professors without Borders;game-based;higher education;adult education;lifelong learning;interactive teaching;Supporting Adult Learners;Debriefing Questions;Follow;Held;IR Theory;Agnostic;Board Games;Persona;Role Play Action;USA;Customer Discovery;Problem Based Learning;Worksheet;Internal Review Board Approval;Design Thinking Process;In-class Games;Activity Based Learning Approach;Entry Square;SDG;Question Master;Networking Goal;IPP;Distributive Negotiation;Goal Orientated Process
1: Introduction; 2: Playing 'against and with': learning IR theories by gaming the Prisoner's dilemma; 3: Using Role Play to Teach Learners How to Negotiate Using Different Strategies; 4: Toffeconomy: creating a fictional society to illustrate economic concepts; 5: Pandemics, Popular Culture and Problem-Based Gaming: Teaching state responses to disease control the "Undead Way"; 6: Playful Mocktails Competition (c): Developing Empathy; 7: Developing a strategy to play Monopoly (TM) using mathematical techniques and explore various analytical methods; 8: Reclamation: Game-based Critical Re-thinking of Historical First & Bests; 9: Using Role Play to Understand the Impacts of Social Media through Action Research; 10: Games On A Grid (I): Noughts And Crosses; 11: Games On A Grid (II): Hotspot; 12: A fantasy game to illustrate the psychology of power and information asymmetry; 13: Building up Trust and Rapport with Neuroscience Insights; 14: Design Thinking for communication, planning and problem solving; 15: Using an Experiential Activity to Teach Customer Discovery in Entrepreneurship; 16: Teaching students how to network: goal-setting, maintenance and technology; 17: Conclusion
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Chandni Hirani;Caroline Varin;Professors without Borders;game-based;higher education;adult education;lifelong learning;interactive teaching;Supporting Adult Learners;Debriefing Questions;Follow;Held;IR Theory;Agnostic;Board Games;Persona;Role Play Action;USA;Customer Discovery;Problem Based Learning;Worksheet;Internal Review Board Approval;Design Thinking Process;In-class Games;Activity Based Learning Approach;Entry Square;SDG;Question Master;Networking Goal;IPP;Distributive Negotiation;Goal Orientated Process