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Automating Serious Games

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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Abstract

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.

Item Type: Book Section
Subjects: H Social Sciences / társadalomtudományok > HB Economic Theory / közgazdaságtudomány > HB5 Mathematical economics / matematikai közgazdaságtan
L Education / oktatás > L1 Education (General) / oktatás általában
L Education / oktatás > L1 Education (General) / oktatás általában > L11 Teaching methods / oktatásmódszertan
Z Bibliography. Library Science. Information Resources / könyvtártudomány > ZA Information resources / információforrások > ZA4050 Electronic information resources / elektronikus információforrások
SWORD Depositor: MTMT SWORD
Depositing User: MTMT SWORD
Date Deposited: 23 Jul 2015 09:06
Last Modified: 23 Jul 2015 09:06
URI: http://real.mtak.hu/id/eprint/25575

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