ゲームと双方向教授による成人学習者支援ガイド<br>Supporting Adult Learners through Games and Interactive Teaching : A Practical Guide

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ゲームと双方向教授による成人学習者支援ガイド
Supporting Adult Learners through Games and Interactive Teaching : A Practical Guide

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  • 製本 Hardcover:ハードカバー版/ページ数 178 p.
  • 言語 ENG
  • 商品コード 9781032127941
  • DDC分類 374.1337

Full Description

Games-based teaching offers an engaging way for students and adult learners to interact with concepts and build their problem-solving and communication skills. This exciting book will help educators integrate games into their classes and shows how this method of teaching improves motivation, as well as diversifies and solidifies learners' skill sets.

Bringing together expert contributors from the Professors Without Borders' global network who have effectively used interactive games-based approaches in their teaching, the book features 13 unique games that teach a wide variety of skills across a range of difficulty levels. The chapters highlight the skills of strategy, decision-making, communication, teamwork, problem-solving, reflective thinking and empathy being used by participants alongside the pedagogical principles that underpin each game.

Suitable for online and in-person teaching, this book will be valuable reading for educators working with student and adult learners looking to adopt innovative and interactive teaching methods, as well as those interested in learning about how game-based teaching can improve vital skills.

Contents

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©: Developing Empathy; 7: Developing a strategy to play Monopoly™ 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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