Author(s) |
Stewart, Cherry
Khan, Ashfaq A
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Publication Date |
2012
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Abstract |
Higher education is entering a new era of designing learning for students. Blended learning is gaining prominence as sophisticated technologies provide access for increasing numbers of students to gain work-ready skills and knowledge. More than a decade ago, Bonk and Kim (2005) conducted a survey to identify future directions of learning. Twelve pedagogical techniques were rated; with simulation and role play placed fifth in priority. Respondents were asked to identify what percentage of student learning was being delivered using blended strategies. Interestingly, slightly over 70% indicated that less than 20% of their students were engaged in any of the blended learning techniques including simulations. 10% of die higher education respondents rated the impact of simulations and games fifth, while 21% of the workplace trainers placed them second in priority. A decade later it is questionable whether higher education is much changed, despite the predictions. Simulations have been used in higher education for over fifty years, yet lecturing and teacher-directed activities, as indicated in Bonk and Kim's survey, remain dominant in higher education.
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Citation |
Simulations, Games and Role Play in University Education, p. 85-102
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ISBN |
9781907471674
1907471677
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Link | |
Language |
en
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Publisher |
Libri Publishing
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Edition |
1
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Title |
The Changing Mind: a Transformative Journey Towards Immersive Learning
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Type of document |
Book Chapter
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Entity Type |
Publication
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