The growing interest in the use of games and simulations to support learning is evidenced in the literature, as well as in recent research projects and initiatives. While a focus upon the users of games and simulations is not well evidenced in the literature, this study aimed to highlight key issues and perceptions that inform and underpin how games and simulations were regarded by learners, tutors and experts using these tools. The paper highlights several key issues at stake in the wider debate about the validity of using games and simulations, including strengths of games to motivate learners, as well as scepticism about its efficacy as a learning tool. However, games and simulations are regarded as tools that may support differentiated ...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
This overview examines the challenges and opportunities afforded by games and simulations to enrich ...
The use of computer games and simulations by young people is commonplace. This research report inves...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
The growing popularity of simulations and games invites the production of insights that help academi...
Computer games and simulations are considered powerful tools for learning with an untapped potential...
The growing popularity of simulations and games invites the production of insights that help academi...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
Simulation games continue to be widely used in marketing education and are also one of the most rese...
This article explores the use of simulations and games in tertiary education. It exam...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
This overview examines the challenges and opportunities afforded by games and simulations to enrich ...
The use of computer games and simulations by young people is commonplace. This research report inves...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
The growing popularity of simulations and games invites the production of insights that help academi...
Computer games and simulations are considered powerful tools for learning with an untapped potential...
The growing popularity of simulations and games invites the production of insights that help academi...
Abstract The focus of higher education institutions is the preparation of future professionals. To a...
Simulation games continue to be widely used in marketing education and are also one of the most rese...
This article explores the use of simulations and games in tertiary education. It exam...
An exploration by TEEM of the contribution which games can make to the education process.Teachers Ev...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
This overview examines the challenges and opportunities afforded by games and simulations to enrich ...
The use of computer games and simulations by young people is commonplace. This research report inves...