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Automating Serious Games |
| Tartalom: | http://apps.webofknowledge.com/full_record.do?product=WOS... |
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| Archívum: | MTA Könyvtár |
| Gyűjtemény: |
Status = Published
Type = Book Section |
| Cím: |
Automating Serious Games
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| Létrehozó: |
Vastag, Gyula
Yerushalmy, Moshe
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| Közreműködő: |
Nof, Shimon Y.
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| Dátum: |
2009
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| Téma: |
HB5 Mathematical economics / matematikai közgazdaságtan
L1 Education (General) / oktatás általában
L11 Teaching methods / oktatásmódszertan
ZA4050 Electronic information resources / elektronikus információforrások
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| 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
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| Formátum: |
text
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| 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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| Kapcsolat: |
