Business game-based learning in management education

Business game-based learning in management education

Author: Nicola Baldissin

Publisher: Lulu.com

Published: 2013-02-13

Total Pages: 315

ISBN-13: 1291322558

DOWNLOAD EBOOK

Business Games are a specific typology of serious games which combine business simulations and games to support management and entrepreneurial training. This volume presents the theory and teaching methodology of business games. Active learning is the foundation of business game-based learning which places learners at the centre of the educational process: the interactive nature of games stimulates learning, and learning by doing through simulations prepares students to face and understand the ambiguities and uncertainties of the real working environment. With its balance of theoretical and practical content this book aims to meet the needs of lecturers and other education professionals interested in the use and development of business games. High school teachers and other education providers can learn how to correctly design a management course enriched by the use of a business game. The book also deals with the design and development of models that can be used in the creation of new software.


Games, Simulations and Playful Learning in Business Education

Games, Simulations and Playful Learning in Business Education

Author: Elliott, Caroline

Publisher: Edward Elgar Publishing

Published: 2021-08-27

Total Pages: 256

ISBN-13: 1800372701

DOWNLOAD EBOOK

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.


Developments in Current Game-Based Learning Design and Deployment

Developments in Current Game-Based Learning Design and Deployment

Author: Felicia, Patrick

Publisher: IGI Global

Published: 2012-07-31

Total Pages: 454

ISBN-13: 1466618655

DOWNLOAD EBOOK

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.


Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines

Author: Carmela Aprea

Publisher: Springer Nature

Published: 2021-08-02

Total Pages: 427

ISBN-13: 3030751422

DOWNLOAD EBOOK

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.


Game-Based Education Approaches to Inclusive Business Management

Game-Based Education Approaches to Inclusive Business Management

Author: Modarelli, Giuseppe

Publisher: IGI Global

Published: 2024-10-07

Total Pages: 390

ISBN-13:

DOWNLOAD EBOOK

Addressing social inequalities and fostering holistic well-being has never been more pressing. As people grapple with environmental challenges and navigate the complexities of human interactions, the need for a paradigm shift in how businesses are managed becomes vital. Seeking to confront the profound issue at the heart of our societal fabric — the need for organizations, both public and private, to transcend conventional practices— emerges Game-Based Education Approaches to Inclusive Business Management as a tool for change. The book advocates for a transformative approach that integrates game-based learning and working methodologies to instigate a shift towards inclusivity, social responsibility, and overall well-being. Scholars, academics, practitioners, and those passionate about reshaping our societal fabric are invited to contribute to this collective effort, shaping a future where inclusivity and well-being are not mere ideals but integral components of business management. Grounded in the understanding that the fate of our planet hinges not only on environmental responsibility but also on the quality of human interactions within our work environments, this book ventures into uncharted territory. The objective is clear: to dissect the challenges impeding inclusive practices in business management. By melding research with game-based methodologies, the book seeks to uncover solutions that transcend traditional boundaries. It endeavors to examine the complexities of reducing inequalities and fostering inclusivity by delving into organizational, economic, and personal perspectives. The fusion of game-based learning and game-based working emerges as a driving force for promoting organizational well-being, challenging existing norms, and paving the way for a future where inclusivity is not just an aspiration but an intrinsic aspect of business management.


Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning

Author: Ton Spil

Publisher: Academic Conferences and publishing limited

Published: 2023-10-05

Total Pages: 950

ISBN-13: 1914587898

DOWNLOAD EBOOK

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.


Graduate Skills and Game-Based Learning

Graduate Skills and Game-Based Learning

Author: Matthew Barr

Publisher: Springer Nature

Published: 2019-09-05

Total Pages: 238

ISBN-13: 3030277860

DOWNLOAD EBOOK

This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.


Game-Based Learning

Game-Based Learning

Author: Patrick Felicia

Publisher: Cambridge Scholars Publishing

Published: 2014-06-26

Total Pages: 280

ISBN-13: 1443862436

DOWNLOAD EBOOK

This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.