Planspiel-Literaturdatenbank des ZMS
Treffer: 15
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2011
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(2011) : City and Resources. Changing the Classroom through Meaningful Play In: Beran, Martin: Changing the world through meaningful play: Abstracts and Papers: ISAGA-Conference 2010: Spokane, S. 57-61
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(2011) : Power Players In The Classroom. Student Power And Influence In Team-Based Business Simulations In: Beran, Martin: Changing the world through meaningful play: Abstracts and Papers: ISAGA-Conference 2010: Spokane, S. 94-97
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(2011): Improving Transfer of Learning. Relationship to Methods of Using Business Simulation. In: Simulation & Gaming 42 (1), S. 64-84. Online verfügbar unter http://sag.sagepub.com/content/42/1/64.full.pdf+htmlKeywords: Arbeitsplatz, Business-Simulation, Transfer, Entscheidungsfindung, Klassenzimmer, Lernen, Planspiel
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(2011) : Using Simulation Methodology and Blogging in the Language Classroom In: Beran, Martin: Changing the world through meaningful play: Abstracts and Papers: ISAGA-Conference 2010: Spokane, S. 145-152
2009
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(2009): Acting, Knowing, Learning, Simulating, Gaming. In: Simulation & Gaming 40 (4). Online verfügbar unter http://sag.sagepub.com/content/40/1/8.full.pdf+html
2006
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(2006) : Training Classroom Teachers to Use a Virutal Learning Environment In: Porkhovnik, Yuli: Reality and Game: Abstracts and papers of the 37th Annual Conference of the International Simulation and Gaming Association ISAGA: ISAGA-Conference 2006: St. Petersburg, Russland: St. Petersburg State University of Engineering and Economics, S. 202-211
2005
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(2005) : The Features and Roles of Simulation Software in the Classroom In: Shiratori, Rei; Arai, Kiyoshi; Kato, Fumitoshi (Hg.): Gaming, Simulations, and Society: Research Scope and Perspective: ISAGA-Conference 2003: Tokyo: Springer-Verlag, S. 81-90
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(2005) : How to avoid sexism in the English class In: Teach, Richard; Narasimhan, Sriram (Hg.): Serious Play: Form, Function, and Fun: ISAGA-Conference 2005: Atlanta: ISAGA
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(2005) : The JACKAROO-JILLAROO Game. From academics to high school students. Game/Simulation used for competencebase vocational education In: Teach, Richard; Narasimhan, Sriram (Hg.): Serious Play: Form, Function, and Fun: ISAGA-Conference 2005: Atlanta: ISAGA
2003
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(2003) : Getting students to the high score zone. In a virtual environment and in the classroom In: Percival, Fred; Godfrey, Hellen; Laybourn, Phyllis; Murray, Sarah (Hg.): Interactive Learning through Gaming and Simulation: The International Simulation and Gaming Yearbook: ISAGA-Conference 2002: EdinburghKeywords: classroom, Studenten, Environment, Umwelt, virtual, ISAGA, Klassenzimmer, virtuell, Students
2001
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(2001) : The Game Behind the Game. What Good Can Gaming Be in a Literature Class In: Musci, Elena: On the Edge of the Millennium: A New Foundation for Gaming Simulation: ISAGA-Conference 2001: Bari: Edizioni B.A. Graphis, S. 74-75
1992
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(1992) : Collaborative Creation of Adventure Games in the ESL One-Computer Classroom In: Crookall, David; Arai, Kiyoshi (Hg.): Global Interdependence: Simulation and Gaming Perspectives: ISAGA-Conference 1993: Tokyo: Springer-Verlag, S. 125-130
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(1992) : Establishing Cross-Cultural Connections in the Classroom In: Crookall, David; Arai, Kiyoshi (Hg.): Global Interdependence: Simulation and Gaming Perspectives: ISAGA-Conference 1993: Tokyo: Springer-Verlag, S. 121-124
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(1992) : Management Games in the International Business Classroom In: Crookall, David; Arai, Kiyoshi (Hg.): Global Interdependence: Simulation and Gaming Perspectives: ISAGA-Conference 1993: Tokyo: Springer-Verlag, S. 287-293
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(1992) : A Classroom Simulator for Computer Language Education In: Crookall, David; Arai, Kiyoshi (Hg.): Global Interdependence: Simulation and Gaming Perspectives: ISAGA-Conference 1993: Tokyo: Springer-VerlagKeywords: Ausbildung, classroom, Language, Computer, Simulation, Education, Sprache, ISAGA, Klassenzimmer
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