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Contributors | p. ix |
Foreword | p. xi |
Preface | p. xiii |
Acknowledgments | p. xvii |
Language and Theory for Virtual and Game-Based Learning in Nursing and Healthcare | |
Evolving Field of Virtual Environments and Game-Based Learning in Nursing | p. 3 |
Digital and Multimedia Literacy: Understanding the Language for Game-Based Learning | p. 25 |
Virtual Learning Spaces: Using New and Emerging Game-Based Learning Theories for Nursing Clinical Skills Development | p. 47 |
Using Technology and Game-Based Learning in Your Curriculum and in Your "Classroom" | |
Preparing Faculty and Students for Game-Based and Virtual Learning Spaces | p. 77 |
Using Virtual and Game-Based Learning to Prepare for Actual Practice | p. 99 |
Fitting Virtual Reality and Game-Based Learning Into an Existing Curriculum | p. 127 |
Striving for Cultural Competency by Leveraging Virtual Reality and Game-Based Learning | p. 147 |
Evaluation | |
Assessing and Evaluating Learning and Teaching Effectiveness: Games, Sims, and Star craft 2 | p. 179 |
Seeking Research Opportunities in Virtual and Game-Based Environments | p. 205 |
Appendix of Resources/Products | p. 231 |
Glossary | p. 249 |
Index | p. 259 |
Table of Contents provided by Ingram. All Rights Reserved. |
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.