Description |
1 online resource (298 pages) : illustrations, digital files |
Contents |
1. Games development for pedagogical and educational purposes / Vitor Carvalho, Celina Pinto Leão, Celina Pinto, Filomena Soares and Maria Manuela Cruz-Cunha -- 2. Multi-vocality and post-processualism as methodological assets of the 'collaboration game' / C. Karagiannidis, S. Efraimidou and A. Koumpis -- 3. Human and virtual beings as equal collaborative partners in computer games / Daniel I. Thomas and Ljubo B. Vlacic -- 4. Computer games and libraries / Helena Coelho -- 5. Games and simulations in distance learning: the AIDLET model / José Bidarra, Meagan Rothschild and Kurt Squire -- 6. The educational value of digital games: possibilities and limitations of the use of digital games as educational tools (the Spore case) / Ana Castro Correia and Lia Raquel Oliveira -- 7. The pedagogical potential of MMOG: an exploratory study including four games and their players / Tiago Gomes and Ana A. Carvalho -- 8. Browser-native games that use real-world XML data / Jonathan Chetwynd -- 9. A multi-disciplinary approach to designing business management games / Pedro Campos -- 10. Creating computer games for class instruction / Chien Yu and Anthony Olinzock -- 11. RACEM game for PC for use as rehabilitation therapy for children with psychomotor disability and results of its application / Brenda Flores Muro and Eduardo César Contreras Delgado -- 12. When control education is the name of the game / António Pessoa de Magalhães, Bernard Riera and Bruno Vigário -- 13. Affective educational games and the evolving teaching experience / Karla Muñoz [and others] -- 14. Business simulators for business education and research: SIMBA experience / Fernando Borrajo [and others] -- 15. Educational games / Gyula Mester, Piroska Stanic Molcer and Vlado Delic -- 16. Evaluation of simulation games for teaching production (engineering) / Johann C.K.H. Riedel and Jannicke Baalsrud Hauge -- 17. Can computer games motivate and sustain learning? / Mabel C.P.O. Okojie |
Summary |
"This book considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings and providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research"--Provided by publisher |
Analysis |
Affective educational games |
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Artificial intelligence |
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Business simulators |
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Collaborative working environments |
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Designing business management games |
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Digital games |
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Games for motivation |
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Games for rehabilitation |
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MMOGs |
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Open and distance learning |
Bibliography |
Includes bibliographical references |
Notes |
Title screen (IGI Global, viewed June 16, 2011) |
Subject |
Management games.
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Management -- Simulation methods.
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Organization -- Simulation methods
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Computer simulation.
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simulation.
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Computer simulation
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Management games
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Management -- Simulation methods
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Organization -- Simulation methods
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Form |
Electronic book
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Author |
Cruz-Cunha, Maria Manuela, 1964-
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Carvalho, Vitor Hugo, 1979-
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Tavares, Paula Cristina Almeida, 1973-
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IGI Global.
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ISBN |
9781609605704 |
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1609605705 |
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