Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serio...
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative ...
This paper examines the literature on computer games and serious games in regard to the potential po...
This literature review examines the use of digital games also known as serious games in a school set...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with...
In this paper we shall review of the role of serious games as part of the new Technologies of Inform...
The increasing pervasiveness of digital technology is having a profound effect on how younger genera...
A training in the form of a computer game that aims at improving five cognitive functions in the eld...
Part 3: Serious GamesInternational audienceOne of the strategies proposed by the World Health Organi...
I have attended this conference. In this conference a large number of educators from colleges and un...
The introductory part of this article will focus on defining the methodological characteristics of t...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Serious Games represent an acknowledged potential for instruction, because they are able to strongly...
Attention, which is the process of noticing the surrounding environment and processing information, ...
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative ...
This paper examines the literature on computer games and serious games in regard to the potential po...
This literature review examines the use of digital games also known as serious games in a school set...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with...
In this paper we shall review of the role of serious games as part of the new Technologies of Inform...
The increasing pervasiveness of digital technology is having a profound effect on how younger genera...
A training in the form of a computer game that aims at improving five cognitive functions in the eld...
Part 3: Serious GamesInternational audienceOne of the strategies proposed by the World Health Organi...
I have attended this conference. In this conference a large number of educators from colleges and un...
The introductory part of this article will focus on defining the methodological characteristics of t...
This article is interested in the integration of serious games in the classroom. Serious Games are c...
Serious games are growing rapidly as a gaming industry as well as a field of academic research. Ther...
Serious Games represent an acknowledged potential for instruction, because they are able to strongly...
Attention, which is the process of noticing the surrounding environment and processing information, ...
As Human Computer Interaction technologies evolve, they are supporting the generation of innovative ...
This paper examines the literature on computer games and serious games in regard to the potential po...
This literature review examines the use of digital games also known as serious games in a school set...