Description

Book Synopsis
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.



Table of Contents
Contents: 1. Conceptual/theoretical frame for computer simulations and gaming 2. Considerations for use of computer simulations and games 3. How to prepare and implement computer simulations and games Annotated bibliography Tools and resources Glossary Index

Computer Simulations and Gaming

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    £22.95

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    Order before 4pm tomorrow for delivery by Mon 10 Aug 2026.

    A Paperback / softback by James W. Cooper, Michele E. Yoder, Stacey L. Watson

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      View other formats and editions of Computer Simulations and Gaming by James W. Cooper

      Publisher: Edward Elgar Publishing Ltd
      Publication Date: Publication Date: 08/07/2022
      ISBN13: 9781839102448, 978-1839102448
      ISBN10: 1839102446

      Description

      Book Synopsis
      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.



      Table of Contents
      Contents: 1. Conceptual/theoretical frame for computer simulations and gaming 2. Considerations for use of computer simulations and games 3. How to prepare and implement computer simulations and games Annotated bibliography Tools and resources Glossary Index

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