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Computer simulations, serious digital games, and gamification add
fun and engagement to business courses, while also improving
students' learning outcomes. Computer Simulations and Gaming
provides business educators with the theoretical background,
selection foundations, and implementation advice they need to
successfully select and implement computer simulations, serious
digital games, and/or gamification elements. The book opens by
defining computer simulations, serious digital games, and
gamification, then highlights the learning theories that contribute
to their effectiveness at improving learning outcomes. From there
the authors provide information that helps educators select
computer simulations, serious digital games, and/or gamification
elements, by reviewing their benefits and drawbacks, identifying
contextual considerations, and providing a heuristic. The authors
then offer advice to prepare educators to implement computer
simulations, serious digital games, and/or gamification elements in
their classrooms. In addition, they have included a list of tools
and resources as well as an annotated bibliography that point
readers towards helpful additional information. In an ever-changing
world of tech, business educators at all levels will come to rely
on the helpful guidance in Computer Simulations and Gaming to
engage students.
Computer simulations, serious digital games, and gamification add
fun and engagement to business courses, while also improving
students' learning outcomes. Computer Simulations and Gaming
provides business educators with the theoretical background,
selection foundations, and implementation advice they need to
successfully select and implement computer simulations, serious
digital games, and/or gamification elements. The book opens by
defining computer simulations, serious digital games, and
gamification, then highlights the learning theories that contribute
to their effectiveness at improving learning outcomes. From there
the authors provide information that helps educators select
computer simulations, serious digital games, and/or gamification
elements, by reviewing their benefits and drawbacks, identifying
contextual considerations, and providing a heuristic. The authors
then offer advice to prepare educators to implement computer
simulations, serious digital games, and/or gamification elements in
their classrooms. In addition, they have included a list of tools
and resources as well as an annotated bibliography that point
readers towards helpful additional information. In an ever-changing
world of tech, business educators at all levels will come to rely
on the helpful guidance in Computer Simulations and Gaming to
engage students.
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