Table of contents - Special Issue: Teaching and learning through gaming simulation
Hardware, software, and wetware
Tom P. AbelesThis paper aims to explore the technology‐driven horizon for education in general and post secondary education in particular.
An ideation game conception based on the Synectics method
Heiko Duin, Jannicke Baalsrud Hauge, Klaus‐Dieter ThobenIdeation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the…
Grounding simulations in reality: a case study from an undergraduate Politics degree
Simon UsherwoodThe purpose of this paper is to address the issue of how best to reproduce realistic reproductions and outcomes in the dynamic environment of a simulated negotiation on a…
Case study of cultural comparison using a simulation game – COSIGA
Zheng Ma, Chih‐Cheng Lin, Kul Pawar, Johann RiedelThe purpose of this paper is to implement the simulation game in the cultural comparison study so as to understand the impact of cultural differences on the team interaction.
A generic process simulation‐model for educational simulations and serious games
Felix HuneckerThe purpose of this paper is to give an overview about the design of reusable simulation models for serious games.
Educator insight on simulations and games: a comparative study between business schools in Thailand and the UK
Chaipong Pongpanich, Tanasak Krabuanrat, Kim Hua TanThe purpose of this paper is to investigate and gain insights into the use of computer simulations and games in business schools in Thailand. In addition, it aims to compare the…
Teaching construction management through games alone: a detailed investigation
G. Long, M.J. Mawdesley, D. ScottThis paper aims to describe work carried out by the authors using simulation games to teach key aspects of construction management to civil engineering students. The use of…
Surgical performance in a virtual environment
May Y. Choi, Garnette R. SutherlandThe purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.
Learning through business games – an analysis of successes and failures
A. Gonen, E. Brill, M. FrankThe purpose of this research paper is to explore the interrelations between success in the Business Games course and other MSc courses, and the parameters that influence success…
Evaluating business simulation software: approach, tools and pedagogy
Melanie King, Richard NewmanThe purpose of this paper is to identify a business simulation appropriate for MEng Engineering students. The selection was based on the following factors; exploring methods for…
Negotiation oriented simulation exercises that incorporate business continuity and international security
Peter R.J. Trim, Yang‐Im LeeThis paper seeks to explain how negotiation simulation exercises can be used to develop management insights and theory in the areas of business continuity and international…
Field testing two simulation games: do winners win consistently?
Suresh L. GamlathThe study emanated from initial attempts to determine whether two computer simulations used in teaching a college business course delivered a meaningful learning experience. This…
The application of management simulation and game teaching in Taiwan and Australia
C.H. Andreas Liu, Chien‐Ta Bruce Ho, Kim Hua TanThe purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia.
Towards understanding engagement in games: an eye‐tracking study
Tony Renshaw, Richard Stevens, Paul D. DentonThe purpose of this paper is to report research undertaken in developing improved understandings of players' interaction and emotional experience of electronic gaming.
ISSN:
1074-8121e-ISSN:
2054-1708ISSN-L:
1074-8121Online date, start – end:
2000Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- John Moravec