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Challenge Based Learning [electronic resource] : Engaging with Students Through Interactivity / by Scott Beattie.

By: Contributor(s): Material type: TextSeries: Springer Texts in EducationPublisher: Singapore : Springer Nature Singapore : Imprint: Springer, 2024Edition: 1st ed. 2024Description: XI, 328 p. 4 illus. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9789819601981
Subject(s):
Additional physical formats: Printed edition:: No title; Printed edition:: No titleLOC classification:
  • LB1024.2-1050.75
Online resources:
Contents:
The challenge based learning challenge -- The challenges -- Interactivity -- Challenge -- Design for learning -- Design a challenge -- Design a roleplay -- Design a sim -- Design a megagame.
In: Springer Nature eBookSummary: Drawing on Game-Based Learning and other innovations, this textbook establishes the Challenge Model of learning—an interactive format that involves meaningful learner decisions leading to exploration of different outcomes. It includes more than 50 different examples of challenges which can be applied to different sites of learning, schools and universities through to professional training. While the challenges are suitable for use 'out of the box', this textbook also presents design principles and tools for those seeking to create their own challenges. It also includes additional in-depth discussion of several different projects for more comprehensive integration of challenges into the curriculum and using innovative technologies to enhance learning. This textbook is useful for teaching students seeking to understand how interactivity can be integrated into their design toolbox and also serves as a resource for current teachers to develop their teaching approach and seek out new options.
Item type: List(s) this item appears in: Titluri cărți electronice Springer Nature 2025 (10631 titluri)
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The challenge based learning challenge -- The challenges -- Interactivity -- Challenge -- Design for learning -- Design a challenge -- Design a roleplay -- Design a sim -- Design a megagame.

Drawing on Game-Based Learning and other innovations, this textbook establishes the Challenge Model of learning—an interactive format that involves meaningful learner decisions leading to exploration of different outcomes. It includes more than 50 different examples of challenges which can be applied to different sites of learning, schools and universities through to professional training. While the challenges are suitable for use 'out of the box', this textbook also presents design principles and tools for those seeking to create their own challenges. It also includes additional in-depth discussion of several different projects for more comprehensive integration of challenges into the curriculum and using innovative technologies to enhance learning. This textbook is useful for teaching students seeking to understand how interactivity can be integrated into their design toolbox and also serves as a resource for current teachers to develop their teaching approach and seek out new options.

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