Showing 1 - 10 of 6,473
The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market...
Persistent link: https://www.econbiz.de/10011096695
Persistent link: https://www.econbiz.de/10011516832
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for...
Persistent link: https://www.econbiz.de/10012044912
The study analyses the attitude of players in a board game called Catan. In Catan, we are basically handling the players as opponents, but this does not rule out the possibility of cooperation. In a game with three players, in order to increase the chances of winning, it is worth acting together...
Persistent link: https://www.econbiz.de/10012044983
This paper presents a new practical game which helps undergraduate students to understand how the concept of supply chain management (SCM) works. The game uses a simple supply chain structure incorporating three entities of the supply chain: supplier, plant, and customer. The game employs a set...
Persistent link: https://www.econbiz.de/10012045800
Accounting education focuses on delivering knowledge to students. Most student are passive, behaving as bystanders or listeners in lecturer-oriented learning. However, student-centered learning requires active and positive engagement from students to generate effective learning. Board games...
Persistent link: https://www.econbiz.de/10012620282
Persistent link: https://www.econbiz.de/10011593164
Persistent link: https://www.econbiz.de/10011980628
Accounting education focuses on delivering knowledge to students. Most student are passive, behaving as bystanders or listeners in lecturer-oriented learning. However, student-centered learning requires active and positive engagement from students to generate effective learning. Board games...
Persistent link: https://www.econbiz.de/10012125037
While smart mobile devices, such as smartphones, tablet computers, and e-readers, are becoming more common among older populations, little is known about the user experience of this technology for older adults in naturalistic settings or how this demographic sustains use of these devices over...
Persistent link: https://www.econbiz.de/10012046576