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Computer Simulations and Gaming
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Computer Simulations and Gaming

9781839102448 Edward Elgar Publishing
James Wesley Cooper, Jr., PhD. Clinical Assistant Professor of Management, Department of Managerial Studies, The University of Illinois at Chicago, US, Michele E. Yoder, PhD., Assistant Professor of Strategy and Business Administration, Department of Management, Marketing, and Entrepreneurship, York College of Pennsylvania, US and Stacey L. Watson, PhD. Lecturer, Cheriton School of Computer Science, University of Waterloo, Canada
Publication Date: 2022 ISBN: 978 1 83910 244 8 Extent: 176 pp
Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students' learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they need to successfully select and implement computer simulations, serious digital games, and/or gamification elements.

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Computer simulations, serious digital games, and gamification add fun and engagement to business courses, while also improving students’ learning outcomes. Computer Simulations and Gaming provides business educators with the theoretical background, selection foundations, and implementation advice they need to successfully select and implement computer simulations, serious digital games, and/or gamification elements.

The book opens by defining computer simulations, serious digital games, and gamification, then highlights the learning theories that contribute to their effectiveness at improving learning outcomes. From there the authors provide information that helps educators select computer simulations, serious digital games, and/or gamification elements, by reviewing their benefits and drawbacks, identifying contextual considerations, and providing a heuristic. The authors then offer advice to prepare educators to implement computer simulations, serious digital games, and/or gamification elements in their classrooms. In addition, they have included a list of tools and resources as well as an annotated bibliography that point readers towards helpful additional information.

In an ever-changing world of tech, business educators at all levels will come to rely on the helpful guidance in Computer Simulations and Gaming to engage students.
Contents
Contents: 1. Conceptual/theoretical frame for computer simulations and gaming 2. Considerations for use of computer simulations and games 3. How to prepare and implement computer simulations and games Annotated bibliography Tools and resources Glossary Index
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