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Book Description paperback. Condition: New. Language: ENG. Seller Inventory # 9781781902400
Book Description Condition: new. Seller Inventory # c320bbd4f2b33f211e4eba11b1b885a2
Book Description Condition: New. Seller Inventory # 18543449-n
Book Description Soft Cover. Condition: new. This item is printed on demand. Seller Inventory # 9781781902400
Book Description Condition: New. Seller Inventory # 18543449-n
Book Description Condition: New. Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies. Editor(s): Wankel, Charles; Blessinger, Patrick. Series Editor(s): Wankel, Charles. Series: Cutting-Edge Technologies in Higher Education. Num Pages: 250 pages, ill. BIC Classification: JNM; JNT; JNV. Category: (P) Professional & Vocational. Dimension: 229 x 152 x 23. Weight in Grams: 544. . 2012. Paperback. . . . . Seller Inventory # V9781781902400
Book Description Paperback. Condition: Brand New. 250 pages. 8.75x6.00x1.00 inches. In Stock. Seller Inventory # __1781902402
Book Description PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000. Seller Inventory # FW-9781781902400
Book Description Condition: New. Seller Inventory # I-9781781902400
Book Description Paperback / softback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days. Seller Inventory # C9781781902400