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Drawing on Game-Based Learning and other innovations, this textbook establishes the Challenge Model of learning-an interactive format that involves meaningful learner decisions leading to exploration of different outcomes. It includes more than 50 different examples of challenges which can be applied to different sites of learning, schools and universities through to professional training. While the challenges are suitable for use 'out of the box', this textbook also presents design principles and tools for those seeking to create their own challenges. It also includes additional in-depth discussion of several different projects for more comprehensive integration of challenges into the curriculum and using innovative technologies to enhance learning.
This textbook is useful for teaching students seeking to understand how interactivity can be integrated into their design toolbox and also serves as a resource for current teachers to develop their teaching approach and seek out new options.
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