Description

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 and Gaming

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£85.00

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Hardback by James W. Cooper , Michele E. Yoder

1 in stock

Short Description:

Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students’ learning outcomes.... Read more

    Publisher: Edward Elgar Publishing Ltd
    Publication Date: 08/07/2022
    ISBN13: 9781839102424, 978-1839102424
    ISBN10: 183910242X

    Number of Pages: 176

    Not Just Books , Stationery

    Description

    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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