Ministerial Staff: New Players in the Policy Game

2020 ◽  
pp. 166-183
Author(s):  
Geoff Anderson
Keyword(s):  
2017 ◽  
Author(s):  
Achim Ingo Czerny ◽  
Hao Lang
Keyword(s):  

2015 ◽  
Vol 25 (suppl_3) ◽  
Author(s):  
P Sandu ◽  
D Rus ◽  
CJ Lau ◽  
HPEM Spitters ◽  
RM Chereches ◽  
...  
Keyword(s):  

2011 ◽  
pp. 910-927
Author(s):  
Martha Garcia-Murillo ◽  
Ian MacInnes

Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this chapter we present a policy game to be used in a virtual world. The benefits of this tool are examined using Gee’s learning principles. From this analysis we find that games in virtual worlds enable reflective exploration that helps participants learn from their mistakes. Learning takes place from the content conveyed through the game and through the multimedia immersion that allows students to learn the nuances of these virtual contexts. Because there are no realworld consequences, participants can take risks, provide or receive help from other students, and most importantly, apply this knowledge to a real-world situation. Recommendations are provided to educators to help them exploit the great potential of games while being prepared for the obstacles they will face.


Author(s):  
Martha Garcia-Murillo ◽  
Ian MacInnes

Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this chapter we present a policy game to be used in a virtual world. The benefits of this tool are examined using Gee’s learning principles. From this analysis we find that games in virtual worlds enable reflective exploration that helps participants learn from their mistakes. Learning takes place from the content conveyed through the game and through the multimedia immersion that allows students to learn the nuances of these virtual contexts. Because there are no realworld consequences, participants can take risks, provide or receive help from other students, and most importantly, apply this knowledge to a real-world situation. Recommendations are provided to educators to help them exploit the great potential of games while being prepared for the obstacles they will face.


1984 ◽  
Vol 6 (3) ◽  
pp. 236-237
Author(s):  
Lesley Jones ◽  
Susan Parker ◽  
Christopher A. Birt
Keyword(s):  

1987 ◽  
Vol 130 (6) ◽  
pp. 929-940 ◽  
Author(s):  
D. Bartholomew Brown ◽  
R. I. C. Hansell

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