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BOOK

Daigaku No Manabi Wo Kaeru Gemingu

Kondo Atsushi / Hencho Toyoda Yusuke / Hencho Yoshinaga Jun / Hencho Miyawaki Noboru / Hencho

2800yen
(3080yen Tax incl. in Japan)
US$ 17.47
Points You Earn 1% (28p)
Release Date January 2020
Availability In Stock at Supplier:Usually ships in 2-4 days
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Product Details

Catalog No.NEOBK-2452053
JAN/ISBN 9784771032453
Product Type BOOK
Pages 209

Books are basically written in Japanese except for bilingual books or ones indicated as not written only in Japanese.

Translate Description

*As it is a machine translation, the result may not provide an accurate description. Please use it only as a reference. *Not available within the China mainland region (谷歌翻译在中国大陆无法使用).

Description in Japanese

大学の学びを変えるゲーミング / 近藤敦/編著 豊田祐輔/編著 吉永潤/編著 宮脇昇/編著

アクティブ・ラーニングの時代を迎える中、ゲームによるシミュレーションやロールプレイングといった疑似体験を通じて学ぶゲーミングに注目が集まっている。本書では、ゲーミングの実践例を交えて、理論や学び方、そしてゲーミングの効率的な作成方法を解説。魅力的なゲーミングの世界を余すことなく伝える1冊。

Related Offer & Feature

    Tracklisting

    1
    1 アクティブ・ラーニングとゲーミング―その魅力と理論(学習者を巻き込むゲーミング―その7つの魅力)
    2
    2 ゲーミングを通じて学ぶ―実践事例とその構造(歴史ゲーミング教材「1630年代幕府の選択」の構成と実施例
    3
    「コミュニティ防災ゲーム:地震編」でコミュニティ防災を体験しよう!
    4
    ゲーミングで水紛争を学ぶ
    5
    地方自治のゲーミング
    6
    「外交政策決定ゲーミング・シミュレーション」の実施方法―比較的規模が大きなゲーミングの実施事例として
    7
    合意形成のサクサク交渉ゲーミング 文書に残そう!
    8
    グローバル・シミュレーション・ゲーミング―立命館大学国際関係学部における実践)
    9
    3 ゲーミングを創る―第2部の内容をリフレクトして(ゲームの構造、役割、ルールを考えてゲーミングをつくる!
    10
    社会科教育におけるゲーミング開発の発想法―「1630年代幕府の選択」を事例として
    11
    SIMPLE、SMART、SOFTの3原則で合意作成ゲーミングを30分でつくる!)

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