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What is Games-Based Learning

Handbook of Research on Serious Games as Educational, Business and Research Tools
Use of video games as a tool for transmitting knowledge and skills in a learning process.
Published in Chapter:
Serious Games for Serious Business: Improving Management Processes
Paulo Correia (Instituto Superior Manuel Teixeira Gomes / GAME ISMAT, Portugal) and Paulo Carrasco (Escola Superior de Gestão, Hotelaria e Turismo, Universidade do Algarve / GAME ISMAT, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch030
Abstract
The focus of this chapter is serious games and their applications in management education, training, and skills development. It is argued that the use of serious games can improve management processes in organizations, and it is shown that there are advantages to using video games for this purpose (games-based learning) in relation to traditional methods. A brief historical review of the use of business simulation games is conducted. It is shown that some types of entertainment video games can also help to develop management skills. Potential benefits of using serious games within businesses are mentioned as well as some problems that may arise in its implementation and ways to overcome them. Finally, some examples of the use of serious games with the aim of improving managers’ skills and performance are presented.
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More Results
From E-Learning to Games-Based E-Learning
The use of computer and noncomputer games, such as card and board games, to deliver, support, and enhance teaching, learning, assessment, and evaluation.
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Using Serious Games for Training and Development of Human Resources
Use of video games as a tool for transmitting knowledge and skills in a learning process.
Full Text Chapter Download: US $37.50 Add to Cart
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