The paper describes the development of virtual simulation-game-based learning environment. The key objective is to offer students and lifelong learners simulation-game environment that preserves real life authenticity. Presented is a simulation-game tailored for diversified student groups in graduate courses and employees in the tourism sector, aiming at giving them competences for international and global business management. The constructivism theory provides the framework of the simulation-game pedagogical approaches: learning by doing, learning with live experiences, experiential learning, problem-based learning, and learning in safety. The paper presents the partnership between university and industry in the design process of simulatio...
This paper reports on our major findings concerning the application of virtual reality technologies ...
Context: BuGAM project reflects two aspects, in the context of innovative training methods (game-bas...
This research study investigates the effect an online marketing simulation game had on Technical and...
Abstract:- The paper describes the development of virtual simulation-game-based learning environment...
When employees become accustomed to everyday working habits it can prevent them from generating crea...
Virtual reality has become an increasingly important topic in the field of education research, going...
This paper discusses the application possibilities of business simulation games in teaching. By appl...
Contemporary business education should place more emphasis on the development of a proactive attitud...
AbstractToday, in order to people or organizations survive in a changing environment it is essential...
The use of serious Games in business education is not a new one. This field has used games and simul...
This paper discusses the application possibilities of business simulation games in teaching. By appl...
The aim of this research is to investigate digital business simulations as effective virtual and exp...
This article outlines a case study of a team of secondary school students creating a commercially de...
Published by the HEA. This paper suggests that some of the needs for transferable skills in general,...
This paper suggests that some of the needs for transferable skills in general, and in particular for...
This paper reports on our major findings concerning the application of virtual reality technologies ...
Context: BuGAM project reflects two aspects, in the context of innovative training methods (game-bas...
This research study investigates the effect an online marketing simulation game had on Technical and...
Abstract:- The paper describes the development of virtual simulation-game-based learning environment...
When employees become accustomed to everyday working habits it can prevent them from generating crea...
Virtual reality has become an increasingly important topic in the field of education research, going...
This paper discusses the application possibilities of business simulation games in teaching. By appl...
Contemporary business education should place more emphasis on the development of a proactive attitud...
AbstractToday, in order to people or organizations survive in a changing environment it is essential...
The use of serious Games in business education is not a new one. This field has used games and simul...
This paper discusses the application possibilities of business simulation games in teaching. By appl...
The aim of this research is to investigate digital business simulations as effective virtual and exp...
This article outlines a case study of a team of secondary school students creating a commercially de...
Published by the HEA. This paper suggests that some of the needs for transferable skills in general,...
This paper suggests that some of the needs for transferable skills in general, and in particular for...
This paper reports on our major findings concerning the application of virtual reality technologies ...
Context: BuGAM project reflects two aspects, in the context of innovative training methods (game-bas...
This research study investigates the effect an online marketing simulation game had on Technical and...