Description
The book opens by defining computer simulations, serious digital games, and gamification, then highlights the learning theories that contribute to their effectiveness at improving learning outcomes. From there the authors provide information that helps educators select computer simulations, serious digital games, and/or gamification elements, by reviewing their benefits and drawbacks, identifying contextual considerations, and providing a heuristic. The authors then offer advice to prepare educators to implement computer simulations, serious digital games, and/or gamification elements in their classrooms. In addition, they have included a list of tools and resources as well as an annotated bibliography that point readers towards helpful additional information.
In an ever-changing world of tech, business educators at all levels will come to rely on the helpful guidance in Computer Simulations and Gaming to engage students.
About the Author
James Wesley Cooper, Jr., PhD. Clinical Assistant Professor of Management, Department of Managerial Studies, The University of Illinois at Chicago, US, Michele E. Yoder, PhD., Assistant Professor of Strategy and Business Administration, Department of Management, Marketing, and Entrepreneurship, York College of Pennsylvania, US and Stacey L. Watson, PhD. Lecturer, Cheriton School of Computer Science, University of Waterloo, Canada
Book Information
ISBN 9781839102448
Author James W. Cooper
Format Paperback
Page Count 176
Imprint Edward Elgar Publishing Ltd
Publisher Edward Elgar Publishing Ltd