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Overal waar mensen willen leren, kan een beroep worden gedaan op creativiteit om te LEREN vanuit de BELEVING.Dit boek over rollenspel gaat daarom eerst en vooral over creativiteit, daarna over improvisatie en drama en pas dan over rollenspel. Rollenspel is immers een creatief aanbod, er bestaan tal van creatieve methodieken die een aanzet zijn tot rollenspel. Kunnen en durven improviseren is dan weer een basisvoorwaarde in het aandurven van rollenspel. Voor het onderdeel improviseren steunt het boek op twee grondleggers: Keith Johnstone en Henk Hofman. Drama, een werkvorm waarbij de deelnemers met enkel maar zichzelf en hun eigen uitdrukkingsmogelijkheden tot expressie komen, brengt ons nog een stap dichter bij rollenspel. Rollenspel wordt zeer grondig besproken, er wordt ook een link gelegd naar coaching. Ter afsluiting is er een checklist om tijdens het rollenspel te benoemen wat er in beeld komt.Het werken met rollenspel heeft ondertussen al zijn nut bewezen in verschillende professionele contexten als onderwijs en opvoeding, hulpverlening, politie, gevangeniswezen, magistratuur, advocatuur...In het boek vind je uit deze verschillende contexten veel inspirerende voorbeelden
Rollenspel. --- rollenspelen --- Didactics --- Personnel management --- coaching --- improvisatie --- didactische werkvormen --- dramatische expressie --- Didactic strategies --- opleidingen --- Simulation games in education --- Role playing --- PXL-Healthcare 2018 --- communicatie --- communicatievaardigheden --- rollenspel --- creatieve communicatie --- Rollenspel --- Leren --- Improvisatie --- Dramatische vorming --- Opleidingen --- Training --- Coaching --- 371.39 --- Drama --- drama --- Opleiding --- Arbeidsmarkt
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"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--
681.3*K3 --- 681.3*K80 --- 484.52 --- Jeux Spelen --- Apprentissage Leerproces --- 681.3*K3 Computers and education --- Computers and education --- Computer science--?*K80 --- Computerondersteund onderwijs (c.o.o.); algemeen --- Didactic strategies --- audiovisuele opvoeding --- Gamification --- Computer-assisted instruction --- Educational games --- Simulation games in education --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Games --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Simulation games --- Simulation methods --- Data processing
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"Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning."--Provided by the publisher
Didactic strategies --- audiovisuele opvoeding --- 65.012.4 --- Vaardigheden talenten zelfontwikkeling zelfontplooiing creativiteit --- Management. Directorate. Technique and methods of management --- 65.012.4 Management. Directorate. Technique and methods of management --- Computer-assisted instruction --- Educational games --- Employees --- Simulation games in education --- 527 --- Games --- gamedesign --- onderwijs --- simulaties --- Education --- Educational gaming --- Gaming, Educational --- Employee development --- Employee training --- Employees, Training of --- In-service training --- Inservice training --- On-the-job training --- Training of employees --- Training within industry --- Vestibule schools --- Occupational training --- Employer-supported education --- Instructive games --- Training games --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Training of --- informatica - specifieke toepassingen --- Simulation games --- Simulation methods --- Data processing
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