Increasing Student Engagement and Retention Using Immersive Interfaces

Virtual Worlds, Gaming, and Simulation

Nonfiction, Reference & Language, Education & Teaching, Teaching, Computers & Technology, Higher Education
Cover of the book Increasing Student Engagement and Retention Using Immersive Interfaces by Charles Wankel, Emerald Group Publishing Limited
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Author: Charles Wankel ISBN: 9781781902417
Publisher: Emerald Group Publishing Limited Publication: December 5, 2012
Imprint: Emerald Group Publishing Limited Language: English
Author: Charles Wankel
ISBN: 9781781902417
Publisher: Emerald Group Publishing Limited
Publication: December 5, 2012
Imprint: Emerald Group Publishing Limited
Language: English

"Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation" uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.

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"Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation" uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.

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