7 resultados para games-based training
em JISC Information Environment Repository
Resumo:
ITS Training has undergone a revolutionary transformation in the past two years. The company has saved money, generated more business, improved recruitment, retention and achievement and expanded throughout the world because of its virtual learning environment (VLE): the ‘Student Campus'. Under its previous paper-based distance learning programme it was a hard enough task to deliver lectures to students in Liverpool. Now, the company has a classroom of learners in Tokyo, Japan.
Resumo:
Work-based learning provider, KEITS has improved efficiencies and institutional effectiveness with the introduction of Blackberry mobile devices to all their assessors. They have saved time and money on paper and travel, diversified evidence capture and improved their overall engagement with learners.
Resumo:
Broadland Council Training Services have reined in their reliance on traditional learning methods by introducing Xerte/Maxos to their equine-based students. Learners who were once deluged by stacks of paper and unable to utilise an internet connection in a horse yard are now able to access interactive learning exercises using Maxos: Xerte on a memory stick. Students are now more engaged and focused on their studies, teaching methods are much more diverse, and success rates have improved.
Resumo:
Tracey Holt introduced Triptico to her department after attending training from Sue Shercliff, ESOL Lecturer. Triptico is a resource for teachers to use in conjunction with their interactive whiteboards that currently contains around 20 different interactive resources - all of which can be easily edited, adapted and saved for later use. This quickly spread throughout the entire college. It is a fantastic free resource which promotes more interaction in the classroom between the teacher and students.
Resumo:
Asset Training and Consultancy Ltd has introduced an e-portfolio system to replace paper-based portfolios. The approach taken, through the creation of a development plan and the gradual introduction of technology, is engaging learners more and improving learner relationships with assessors.
Resumo:
John Latham, International Projects Co-ordinator at Lancaster and Morecambe College (LMC), got involved with the project Serious Computer Games as a Teaching Tool (SCOGATT) after using the game EnerCities with his students. The web based platform at www.scogatt.eu serves as a One Stop Toolkit for vocational teachers and trainers who want to use serious computer games (SCG) in their teaching environments but might need a helping hand. There they will be able to find a compendium of serious games, SCOGATT pilot results, teacher reports and the exemplar games, EnerCities.
Resumo:
The report has been produced to inform practitioners who are considering using games and simulations in their practice. Towards this end, the work includes a review of the literature and a series of case studies from practice to illustrate the range of uses of games and to synthesise key issues and themes arising from learning in immersive worlds.