The evolution of computer technologies, together with the increasing speed of Internet-based communications, has promoted the use of simulation software and serious games in higher education. These technological and methodological tools can significantly enrich the learning experience in almost any knowledge area. In particular, they will have a significant impact on how the learning process is performed in the so called Science, Technology, Engineering, and Mathematics (STEM) education. This thematic series brings together several articles related to the use of serious games and simulations in higher education
The growing popularity of simulations and games invites the production of insights that help academi...
Simulations and games play an important role in how young people learn. Through simulations and game...
The growing popularity of simulations and games invites the production of insights that help academi...
This book introduces state-of-the-art research on simulation and serious games for education. The ma...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
Embracing learning for the future through learning technologies requires a clearer understanding of ...
This article explores the use of simulations and games in tertiary education. It exam...
Employing game as an educational tool facilitates teaching and learning in universities because game...
Project-based subject in which students from multiple disciplines are encouraged to develop and inve...
In accordance with the rapid technological emergence, new educational methods have been implemented ...
This article discusses computer-based simulations and games approaches in learning in Portuguese hig...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
Simulation-based education (SE) refers to the use of simulation software, tools, and serious games t...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Educational simulations and serious games hold great potential for creating engaging and productiv...
The growing popularity of simulations and games invites the production of insights that help academi...
Simulations and games play an important role in how young people learn. Through simulations and game...
The growing popularity of simulations and games invites the production of insights that help academi...
This book introduces state-of-the-art research on simulation and serious games for education. The ma...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
Embracing learning for the future through learning technologies requires a clearer understanding of ...
This article explores the use of simulations and games in tertiary education. It exam...
Employing game as an educational tool facilitates teaching and learning in universities because game...
Project-based subject in which students from multiple disciplines are encouraged to develop and inve...
In accordance with the rapid technological emergence, new educational methods have been implemented ...
This article discusses computer-based simulations and games approaches in learning in Portuguese hig...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
Simulation-based education (SE) refers to the use of simulation software, tools, and serious games t...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Educational simulations and serious games hold great potential for creating engaging and productiv...
The growing popularity of simulations and games invites the production of insights that help academi...
Simulations and games play an important role in how young people learn. Through simulations and game...
The growing popularity of simulations and games invites the production of insights that help academi...