Yoder michele (11 resultados)
- Tapa blanda
Librería: Books From California, Simi Valley, CA, Estados Unidos de AmericaBooks From California
Contactar con el vendedorVendedor de 4 estrellasCondición: Usado - Bueno
EUR 26,50
Envío por EUR 4,39Se envía dentro de Estados Unidos de AmericaCantidad disponible: 1 disponibles
paperback. Condición: Very Good.
- Tapa blanda
Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 38,52
Gastos de envío gratisSe envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Paperback. Condición: New. Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they…need to successfully select and implement computer simulations, serious digital games, and/or gamification elements.The book opens by defining computer simulations, serious digital games, and gamification, then highlights the learning theories that contribute to their effectiveness at improving learning outcomes. From there the authors provide information that helps educators select computer simulations, serious digital games, and/or gamification elements, by reviewing their benefits and drawbacks, identifying contextual considerations, and providing a heuristic. The authors then offer advice to prepare educators to implement computer simulations, serious digital games, and/or gamification elements in their classrooms. In addition, they have included a list of tools and resources as well as an annotated bibliography that point readers towards helpful additional information.In an ever-changing world of tech, business educators at all levels will come to rely on the helpful guidance in Computer Simulations and Gaming to engage students.
Computer Simulations and Gaming
Cooper, James W. (Author)/ Yoder, Michele E. (Author)/ Watson, Stacey L. (Author)
- Tapa blanda
Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 30,53
Envío por EUR 11,71Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Paperback. Condición: Brand New. 176 pages. 8.50x5.38x0.59 inches. In Stock.
- Tapa blanda
Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle
Contactar con el vendedorVendedor de 4 estrellasCondición: Nuevo
EUR 43,79
Envío por EUR 3,51Se envía dentro de Estados Unidos de AmericaCantidad disponible: 3 disponibles
Condición: New.
- Tapa dura
Librería: Books From California, Simi Valley, CA, Estados Unidos de AmericaBooks From California
Contactar con el vendedorVendedor de 4 estrellasCondición: Usado - Bueno
EUR 89,05
Envío por EUR 4,39Se envía dentro de Estados Unidos de AmericaCantidad disponible: 1 disponibles
hardcover. Condición: Very Good.
- Tapa blanda
Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 31,35
Envío por EUR 76,12Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Paperback. Condición: New. Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they…need to successfully select and implement computer simulations, serious digital games, and/or gamification elements.The book opens by defining computer simulations, serious digital games, and gamification, then highlights the learning theories that contribute to their effectiveness at improving learning outcomes. From there the authors provide information that helps educators select computer simulations, serious digital games, and/or gamification elements, by reviewing their benefits and drawbacks, identifying contextual considerations, and providing a heuristic. The authors then offer advice to prepare educators to implement computer simulations, serious digital games, and/or gamification elements in their classrooms. In addition, they have included a list of tools and resources as well as an annotated bibliography that point readers towards helpful additional information.In an ever-changing world of tech, business educators at all levels will come to rely on the helpful guidance in Computer Simulations and Gaming to engage students.
- Tapa dura
Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 123,35
Envío por EUR 5,50Se envía de Italia a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Condición: new.
- Tapa dura
Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle
Contactar con el vendedorVendedor de 4 estrellasCondición: Nuevo
EUR 148,86
Envío por EUR 3,51Se envía dentro de Estados Unidos de AmericaCantidad disponible: 3 disponibles
Condición: New.
- Tapa dura
Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 153,66
Gastos de envío gratisSe envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Hardback. Condición: New. Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they n…eed to successfully select and implement computer simulations, serious digital games, and/or gamification elements.The book opens by defining computer simulations, serious digital games, and gamification, then highlights the learning theories that contribute to their effectiveness at improving learning outcomes. From there the authors provide information that helps educators select computer simulations, serious digital games, and/or gamification elements, by reviewing their benefits and drawbacks, identifying contextual considerations, and providing a heuristic. The authors then offer advice to prepare educators to implement computer simulations, serious digital games, and/or gamification elements in their classrooms. In addition, they have included a list of tools and resources as well as an annotated bibliography that point readers towards helpful additional information.In an ever-changing world of tech, business educators at all levels will come to rely on the helpful guidance in Computer Simulations and Gaming to engage students.
Computer Simulations and Gaming
Cooper, James W. (Author)/ Yoder, Michele E. (Author)/ Watson, Stacey L. (Author)
- Tapa dura
Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 143,15
Envío por EUR 11,71Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: 2 disponibles
Hardcover. Condición: Brand New. 176 pages. 8.50x5.38x0.59 inches. In Stock.
- Tapa dura
Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK
Contactar con el vendedorVendedor de 5 estrellasCondición: Nuevo
EUR 143,15
Envío por EUR 76,12Se envía de Reino Unido a Estados Unidos de AmericaCantidad disponible: Más de 20 disponibles
Hardback. Condición: New. Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they n…eed to successfully select and implement computer simulations, serious digital games, and/or gamification elements.The book opens by defining computer simulations, serious digital games, and gamification, then highlights the learning theories that contribute to their effectiveness at improving learning outcomes. From there the authors provide information that helps educators select computer simulations, serious digital games, and/or gamification elements, by reviewing their benefits and drawbacks, identifying contextual considerations, and providing a heuristic. The authors then offer advice to prepare educators to implement computer simulations, serious digital games, and/or gamification elements in their classrooms. In addition, they have included a list of tools and resources as well as an annotated bibliography that point readers towards helpful additional information.In an ever-changing world of tech, business educators at all levels will come to rely on the helpful guidance in Computer Simulations and Gaming to engage students.

