Games Simulations and Playful Learning in Business Education

Games  Simulations and Playful Learning in Business Education
Author: Elliott, Caroline,Guest, Jon,Vettraino, Elinor
Publsiher: Edward Elgar Publishing
Total Pages: 256
Release: 2021-08-27
Genre: Education
ISBN: 9781800372702

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Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.

Games Simulations and Playful Learning in Business Education

Games  Simulations and Playful Learning in Business Education
Author: Caroline Elliott,Jon Guest,Elinor Vettraino
Publsiher: Edward Elgar Publishing
Total Pages: 288
Release: 2021-08-28
Genre: Electronic Book
ISBN: 1800372698

Download Games Simulations and Playful Learning in Business Education Book in PDF, Epub and Kindle

Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element. Contributors examine the core achievements that can be gained from playing games and simulations and how these can be adapted to learning within the business environment using a variety of techniques such as remote online learning, creating a digital game application and taking part in simulations that teach life skills for employability. The book also highlights the value and importance of skill learning through games alongside traditional methods to provide a more pleasurable learning experience. Examining all aspects of teaching and education, this book will be an invaluable resource for academics in business and law schools, based in the UK and internationally.

Business Simulations Games and Experiential Learning in International Business Education

Business Simulations  Games  and Experiential Learning in International Business Education
Author: Erdener Kaynak,Joseph Wolfe,J Bernard Keys
Publsiher: Routledge
Total Pages: 101
Release: 2012-11-12
Genre: Business & Economics
ISBN: 9781136371448

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If you find traditional lectures and course material ineffective for teaching students how to develop a sensitivity to cultural differences and apply “home grown” technologies to foreign situations, Business Simulations, Games and Experiential Learning in International Business Education is the guide to help you remedy this predicament! Helpful and easy-to-use, this text teaches you how to use computer-based games and experiential learning exercises to teach international business. You’ll learn how to place students in realistic situations where they can experiment with new behaviors and receive immediate, constructive feedback and then take what they have learned beyond the classroom. Business Simulations, Games and Experiential Learning in International Business Education helps you introduce students to global competition and business cultures as you explore important ethical, political, and social issues with them. You can better prepare your students for the challenges of international business if you pay particular attention to the book’s discussions of: different levels of power-sharing alternatives to traditional international business course materials and methods changing the norms and behaviors of organizations and institutions the role gender plays in effective gaming environments simulating a European Works Council within a classroom environment promoting decisionmaking and flexibility in management style understanding business rules and regulations of different countries Academics teaching and researching in international business will find Business Simulations, Games and Experiential Learning in International Business Education an immensely useful tool as you struggle with the challenges of readying students for the international work environment. As you know, it is not enough that students be schooled in the latest developments and technologies. Use this book’s games and learning techniques to emphasize to your students that international businessmen and women must not only know their field, but also be respectful of others’cultures and values, be linguistically flexible, and be aware of foreign business rules and regulations.

Engaging Learning

Engaging Learning
Author: Clark N. Quinn
Publsiher: John Wiley & Sons
Total Pages: 243
Release: 2005-05-31
Genre: Business & Economics
ISBN: 9780787979799

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Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.

Spationomy

Spationomy
Author: Vít Pászto,Carsten Jürgens,Polona Tominc,Jaroslav Burian
Publsiher: Springer Nature
Total Pages: 325
Release: 2019-11-06
Genre: Science
ISBN: 9783030266264

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This open access book is based on "Spationomy – Spatial Exploration of Economic Data", an interdisciplinary and international project in the frame of ERASMUS+ funded by the European Union. The project aims to exchange interdisciplinary knowledge in the fields of economics and geomatics. For the newly introduced courses, interdisciplinary learning materials have been developed by a team of lecturers from four different universities in three countries. In a first study block, students were taught methods from the two main research fields. Afterwards, the knowledge gained had to be applied in a project. For this international project, teams were formed, consisting of one student from each university participating in the project. The achieved results were presented in a summer school a few months later. At this event, more methodological knowledge was imparted to prepare students for a final simulation game about spatial and economic decision making. In a broader sense, the chapters will present the methodological background of the project, give case studies and show how visualisation and the simulation game works.

Playful Pedagogy in the Pandemic

Playful Pedagogy in the Pandemic
Author: Emily K. Johnson,Anastasia Salter
Publsiher: Taylor & Francis
Total Pages: 133
Release: 2022-08-26
Genre: Education
ISBN: 9781000640298

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Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Computer Simulations and Gaming

Computer Simulations and Gaming
Author: Cooper, James W.,Yoder, Michele E.,Watson, Stacey L.
Publsiher: Edward Elgar Publishing
Total Pages: 176
Release: 2022-07-08
Genre: Business & Economics
ISBN: 9781839102431

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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.

Games Purpose and Potential in Education

Games  Purpose and Potential in Education
Author: Christopher Thomas Miller
Publsiher: Springer Science & Business Media
Total Pages: 270
Release: 2008-10-22
Genre: Education
ISBN: 9780387097756

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The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.