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VIEWS stands for ?considering Values, Innovations and Emotions to facilitate Wise Decisions with Stakeholders?. VIEWS is a role-playing activity that aims to help decision-makers better understand the emotions and perspectives of different people in society. The setting for the game is a public assembly in which citizens and stakeholders are debating whether or not to implement several proposed sustainable innovations. There are four variations of the game (see How to Play). The goals of the game are to help decision-makers to understand the value-basis of emotional responses to innovations, to encourage decision-makers to incorporate values and emotions into their design processes, and to facilitate social interaction, discussion and critical reflection.Who should play this game?Anyone who is involved with designing or implementing sustainable innovations, including new technologies or products, as well as new projects that implement existing technologies. Players can be industry professionals (e.g. engineers, product developers, project managers, marketers) and policymakers ? henceforth, ?decision-makers?. Secondary audiences can include business clients, interest groups/NGOs and members of the public, for example, if practitioners play the game with these groups as part of a public engagement strategy.When to play?The earlier in the process of innovation/ project development, the better. The game will likely be most useful at the idea-generation stage for highlighting potential issues to be considered, and can be later played iteratively throughout the process of innovation development and project implementation.http://viewsthegame.com/
Rollenspel --- Emotie
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De set bestaat uit 12 botten in vier verschillende lengtes, variërend van 60 tot 120 mm.https://www.yellow-door.net/
Bot (anatomie) --- Dinosauriërs --- Paleontologie --- Zoeken --- Sorteren --- Rollenspel --- Conjunctiespel --- Wiskundige initiatie --- Seriëren --- Meten --- Trappen van vergelijking
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Many kids, especially those with ADHD, autism, or Asperger's, are unaware of the socially accepted physical boundaries that most of us take for granted. This game helps them learn what?s "too close," "too far," or "just right" in various social situations. Children take turns performing social scenarios described on Role Play Cards, and then the group decides whether their proximity to each other is appropriate for the particular situation. Players learn that standing too close or too far away can make people feel uncomfortable or confused in certain circumstances. Focused and fun, this game is a gentle way to help kids grasp the idea of personal space and thereby improve their relationships. For 4 to 8 players or teams, with a teacher or therapist.https://www.creativetherapystore.com/products/too-close-too-far-just-right
Sociaal-emotionele opvoeding --- Sociale vaardigheden --- Persoonlijke ontwikkeling --- ADHD --- Autismespectrumstoornis --- Syndroom van Asperger --- Assertiviteit --- Rollenspel --- Grensoverschrijdend gedrag --- Situatiekaart (casus)
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Simulatiegames werken. Maar waarom ze werken, was tot nu toe een vrij onontgonnen gebied. De auteurs van "Why Do Games Work?" brachten voor het eerst alle kennis over het hoe en waarom van games samen in één boek. Het is geen boek over computerspelletjes of virtual reality: de games waar het hier om gaat zijn nagespeelde praktijksituaties, abstracte spellen of rollenspellen die gebruikt worden op de werkvloer. En het is bewezen dat deze games werken. De 3 redacteuren hebben professionals en wetenschappers van over de hele wereld gevraagd hun licht te laten schijnen over het succes van deze games. Je krijgt onder meer een overzicht van wat wij op dit moment weten en begrijpen van simulatiegames. De onderwerpen omvatten de theorie, toepassingen en praktijk van games en het boek bevat bijdragen van professionele gamers die hun kennis met u delen. Zo wordt antwoord gegeven op de vraag hoe games ontwikkeld moeten worden en voor welke toepassingsgebieden ze geschikt zijn
Planning (firm) --- Vrijetijdsbesteding --- Vrijetijdssector --- Sectorstudies --- Economie --- Marketing --- Interactieve marketing --- Opleidingen --- Training --- Methodologie --- Spelsimulatie --- Motivatie --- Werkvormen --- Gamen --- Rollenspel --- Jeux Spelen --- Simulation Simulatie --- Recreatie --- Sectorstudie --- Financiewezen --- Opleiding --- Werkvorm --- Gaming --- Arbeidsmarkt
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In this book you will find fun, crazy, imaginative and inspiring energisers and games, which will enhance your work with groups of teenagers and adults. These activities help create a playful energy which promotes connection, engagement and understanding. Due to the more than forty years of experience both authors have in playing games and integrating them in their workshops, this book contains clear instructions, and helpful topics for reflection for every activity. The authors hope you enjoy the many games and ideas in this book. Let it inspire you and those you work with. Have fun!Bron: https://gompel-svacina.eu/product/the-purple-book-of-energizers-and-games/
Groepswerk --- Werkvormen --- Training --- Spelen --- Groepsspelen --- Groepsdynamiek --- Verbeelding --- Communicatie --- Teamwerk --- Evaluatie --- Vertrouwen --- Probleemoplossend denken --- Sociaal-emotionele ontwikkeling --- Bewegingsspelen --- Rollenspel --- Kennismakingsspelen --- Werkvorm --- Spel --- Groepsspel --- Bewegingsspel --- Kennismakingsspel --- Fantasie --- Groepswerk (maatschappelijk werk)
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Research on teaching --- Education --- #KVHA:Methodologie --- #KVHA:Onderzoeksmethoden --- #KVHA:Research --- #KVHA:Wetenschappelijk onderzoek --- Enquêtes Onderzoek --- Interviews Interviews --- Jeux de rôle Rollenspel --- Questionnaires Vragenlijst --- Statistiques Statistiek --- Techniques d'enquêtes Onderzoekstechnieken --- Tests Tests --- 37.012 --- Educational research --- 37.012 Onderzoeksmethoden bij opvoeding en onderwijs --- Onderzoeksmethoden bij opvoeding en onderwijs --- Research --- Methodologie --- Onderzoeksstrategieën --- Sociaalwetenschappelijk onderzoek --- Onderzoeksstrategie --- Sociaal-wetenschappelijk onderzoek
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This second edition of an acclaimed book for nurse educators provides a practical, step-by-step guide to designing and developing simulation scenarios and integrating them into the nursing curriculum. Based on extensive discussion with contributing authors and new faculty, the text has been updated to include changes in simulation pedagogy since the first edition was published in 2008, and thoroughly reorganized to facilitate greater ease-of-use. Outstanding features include scenarios easily adaptable to the instructor's own lab, and a new section on graduate nursing education and interdisciplinary clinical scenarios. Scenarios are ordered according to their complexity for ease of access.The authors provide concrete information about the use of simulation in a variety of programs, courses, and schools, and describe how nursing faculty have mastered the challenge of integrating simulation into their curricula, from fundamental nursing arenas to more complex levels of care. Chapters discuss how simulation can be used with such diverse populations as medical-surgical, geriatric, pediatric, trauma, obstetric, and home care. The book offers scenario-running instructions, as well as recommendations on developing faculty, integrating point-of-care decision-making tools and necessary equipment, how to set up a lab (including static to high-fidelity manikins), and much more. Scenarios explore key themes in nursing, from ethics, spirituality and palliative care, to communication and cultural diversity. A template for creating scenarios spans the text and includes student preparation materials, forms, and checklists.
Nursing --- Simulated patients. --- Patient simulation in medicine --- Programmed patients --- Medicine --- Patients --- Clinical nursing --- Nurses and nursing --- Nursing process --- Care of the sick --- Study and teaching --- Simulation methods. --- Simulation methods --- Verpleegkundige opleidingen --- Verpleegkundige interventies --- Simulaties --- Rollenspel --- Simulated patients --- Simulatieprogramma's --- Verpleegkunde --- 604.63 --- Didactiek --- simulatie --- Nursing education --- Medical education --- Verpleegkundige opleiding --- Verpleegkundige interventie --- Simulatie --- Training
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