Since the earliest times, games have been used to support training and learning objectives (Coleman, 1971). The earliest games and simulations, for educational purposes, were in fact war games and this may partly explain the number of ‘first person shoot 'em up games’ available in the leisure games market today. With the development of computers and more recently the Internet, there has been increased interested in how leisure games and simulations can be used to support educational practices such as ‘immersive learning.’ Generally, simulations are used for specific training needs such as those required by the military, the medical and health professions or business. More recently, simulations and games have been used to practice scenari...
The use of computer games and simulations by young people is commonplace. This research report inves...
The use of computer games and simulations by young people is commonplace. This research report inves...
Educational games and simulations are experiential exercises that transport learners to another worl...
Computer games and simulations are considered powerful tools for learning with an untapped potential...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
The growing interest in the use of games and simulations to support learning is evidenced in the lit...
The growing popularity of simulations and games invites the production of insights that help academi...
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...
Over the last decade the view on games has changed. Computer games are no longer only used for enter...
The growing popularity of simulations and games invites the production of insights that help academi...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
The given article is devoted to the study of video games as a relevant method of teaching some subje...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
The use of computer games and simulations by young people is commonplace. This research report inves...
The use of computer games and simulations by young people is commonplace. This research report inves...
Educational games and simulations are experiential exercises that transport learners to another worl...
Computer games and simulations are considered powerful tools for learning with an untapped potential...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
The growing interest in the use of games and simulations to support learning is evidenced in the lit...
The growing popularity of simulations and games invites the production of insights that help academi...
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...
Over the last decade the view on games has changed. Computer games are no longer only used for enter...
The growing popularity of simulations and games invites the production of insights that help academi...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
The given article is devoted to the study of video games as a relevant method of teaching some subje...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
The use of computer games and simulations by young people is commonplace. This research report inves...
The use of computer games and simulations by young people is commonplace. This research report inves...
Educational games and simulations are experiential exercises that transport learners to another worl...