Enhancing education and training initiatives through serious games /
"This book is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management technique
Saved in:
Main Authors: | |
---|---|
Corporate Authors: | |
Group Author: | |
Published: |
IGI Global,
|
Publisher Address: | Hershey, Pa. : |
Publication Dates: | 2018. |
Literature type: | eBook |
Language: | English |
Series: |
Advances in educational technologies and instructional design (AETID) book series
|
Subjects: | |
Online Access: |
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-3689-5 |
Summary: |
"This book is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management technique |
Carrier Form: | 19 PDFs (xiv, 311 pages). |
Bibliography: | Includes bibliographical references and index. |
ISBN: | 9781522536901 |
Access: | Restricted to subscribers or individual electronic text purchasers. |
Index Number: | LB1029 |
CLC: | G424.1 |
Contents: | Chapter 1. The case for serious games in education -- Chapter 2. Success factors in games for business and project management -- Chapter 3. Problem-based learning for training in project management -- Chapter 4. Academic training -- Chapter 5. The desig |