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Automating Serious Games

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Tartalom: http://apps.webofknowledge.com/full_record.do?product=WOS...
Archívum: MTA Könyvtár
Gyűjtemény: Status = Published




Type = Book Section
Cím:
Automating Serious Games
Létrehozó:
Vastag, Gyula
Yerushalmy, Moshe
Közreműködő:
Nof, Shimon Y.
Dátum:
2009
Téma:
HB5 Mathematical economics / matematikai közgazdaságtan
L1 Education (General) / oktatás általában
L11 Teaching methods / oktatásmódszertan
ZA4050 Electronic information resources / elektronikus információforrások
Tartalmi leírás:
In this chapter, we present the theoretical under-
pinnings of and conditions for learning through
experiences gained in
immersive learning sim-
ulations
(or simply
gaming
) and show some
examples of authentic learning experiences
for business professionals. We argue that re-
cent developments in the theory of knowledge
acquisition coupled with changes in the ed-
ucational landscape (e.g., the proliferation of
online courses and programs) present an unri-
valled and so far mostly unexploited opportunity
for serious games. The examples presented are
from using Managerial Enterprise Resource Plan-
ning (
MERP
) in a variety of MBA and corporate
business training programs. Related examples
of other virtual learning environments are also
included.
Típus:
Book Section
PeerReviewed
Formátum:
text
Azonosító:
Vastag, Gyula and Yerushalmy, Moshe (2009) Automating Serious Games. In: Springer Handbook of Automation. Springer-Verlag, Berlin; Heidelberg, pp. 1299-1311. ISBN 9783540788300
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