Author: Elliott, Caroline
Publisher: Edward Elgar Publishing
ISBN: 1800372701
Category : Education
Languages : en
Pages : 256
Book Description
Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.
Games, Simulations and Playful Learning in Business Education
Author: Elliott, Caroline
Publisher: Edward Elgar Publishing
ISBN: 1800372701
Category : Education
Languages : en
Pages : 256
Book Description
Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.
Publisher: Edward Elgar Publishing
ISBN: 1800372701
Category : Education
Languages : en
Pages : 256
Book Description
Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.
Educational Games and Simulations in Economics
Author:
Publisher:
ISBN:
Category : Economics
Languages : en
Pages : 150
Book Description
Publisher:
ISBN:
Category : Economics
Languages : en
Pages : 150
Book Description
Business Games For Management And Economics: Learning By Playing
Author: Leon Bazil
Publisher: World Scientific Publishing Company
ISBN: 9813108207
Category : Business & Economics
Languages : en
Pages : 410
Book Description
Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's “Aquarium” up to the REACTOR games for several teams of executives.
Publisher: World Scientific Publishing Company
ISBN: 9813108207
Category : Business & Economics
Languages : en
Pages : 410
Book Description
Business Games for Management and Economics: Learning by Playing presents board and video business games which combine teamwork with individual decisions based on computer models. Business games support integration of learning experience for different levels of education and between different disciplines: economics, management, technological, environmental and social studies. The work is based on experience in adaptation, design and conducting of field, and board and video games played in college settings within standard schedules. Most of the games are played in Modeling and Simulation, Microeconomics, Logistics and Supply Chain Management courses. Game boards are 2- or 3-dimensional displays of subsystems, their components and phases of technological and business processes, which allow customization of games of the same type for different missions in schools, universities, and corporate training centers. The range of games applied to economics and management classes spreads from 2-person games for kid's “Aquarium” up to the REACTOR games for several teams of executives.
Prices of Paper
Author: William Armitage Averill
Publisher:
ISBN:
Category : Paper industry
Languages : en
Pages : 32
Book Description
Publisher:
ISBN:
Category : Paper industry
Languages : en
Pages : 32
Book Description
Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Resources in Education
Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 358
Book Description
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 358
Book Description
Cases on Economics Education and Tools for Educators
Author: Scott, Brad
Publisher: IGI Global
ISBN: 1668475855
Category : Education
Languages : en
Pages : 376
Book Description
Cases on Economics Education and Tools for Educators is a comprehensive resource that addresses the challenges faced by K-12 educators who are expected to teach economics without adequate resources or support. This book provides case studies and practical examples that can help educators effectively integrate economics education into their broader curriculum. The materials are written with current and future practitioners in mind, and cover a range of topics, including teaching methodologies, best practices, and pedagogical approaches that can engage all learners, including those from underrepresented groups in economics. This book is an essential resource for education students planning to teach economics in K-12 classrooms, as well as practitioners and curriculum design professionals. The book covers a variety of subjects that can be used to create engaging lesson plans, such as pop culture, music, social media, movies, poetry, major entertainment corporations, TV shows, team-based learning, active learning, computer-based learning, alternative pedagogy, and effective use of technology in the classroom. Additionally, the book provides guidance on how to find and validate additional resources, making it a valuable tool for any educator looking to improve their teaching practices.
Publisher: IGI Global
ISBN: 1668475855
Category : Education
Languages : en
Pages : 376
Book Description
Cases on Economics Education and Tools for Educators is a comprehensive resource that addresses the challenges faced by K-12 educators who are expected to teach economics without adequate resources or support. This book provides case studies and practical examples that can help educators effectively integrate economics education into their broader curriculum. The materials are written with current and future practitioners in mind, and cover a range of topics, including teaching methodologies, best practices, and pedagogical approaches that can engage all learners, including those from underrepresented groups in economics. This book is an essential resource for education students planning to teach economics in K-12 classrooms, as well as practitioners and curriculum design professionals. The book covers a variety of subjects that can be used to create engaging lesson plans, such as pop culture, music, social media, movies, poetry, major entertainment corporations, TV shows, team-based learning, active learning, computer-based learning, alternative pedagogy, and effective use of technology in the classroom. Additionally, the book provides guidance on how to find and validate additional resources, making it a valuable tool for any educator looking to improve their teaching practices.
Play Dough Economics
Author: Harlan R. Day
Publisher: Council for Economic Educat
ISBN: 9781561836253
Category : Business & Economics
Languages : en
Pages : 106
Book Description
Designed primarily for elementary and middle school students, each of the 15 lessons in this guide introduces an economics concept through activities with modeling clay.
Publisher: Council for Economic Educat
ISBN: 9781561836253
Category : Business & Economics
Languages : en
Pages : 106
Book Description
Designed primarily for elementary and middle school students, each of the 15 lessons in this guide introduces an economics concept through activities with modeling clay.
Game-Based Education Approaches to Inclusive Business Management
Author: Modarelli, Giuseppe
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 390
Book Description
Addressing social inequalities and fostering holistic well-being has never been more pressing. As people grapple with environmental challenges and navigate the complexities of human interactions, the need for a paradigm shift in how businesses are managed becomes vital. Seeking to confront the profound issue at the heart of our societal fabric — the need for organizations, both public and private, to transcend conventional practices— emerges Game-Based Education Approaches to Inclusive Business Management as a tool for change. The book advocates for a transformative approach that integrates game-based learning and working methodologies to instigate a shift towards inclusivity, social responsibility, and overall well-being. Scholars, academics, practitioners, and those passionate about reshaping our societal fabric are invited to contribute to this collective effort, shaping a future where inclusivity and well-being are not mere ideals but integral components of business management. Grounded in the understanding that the fate of our planet hinges not only on environmental responsibility but also on the quality of human interactions within our work environments, this book ventures into uncharted territory. The objective is clear: to dissect the challenges impeding inclusive practices in business management. By melding research with game-based methodologies, the book seeks to uncover solutions that transcend traditional boundaries. It endeavors to examine the complexities of reducing inequalities and fostering inclusivity by delving into organizational, economic, and personal perspectives. The fusion of game-based learning and game-based working emerges as a driving force for promoting organizational well-being, challenging existing norms, and paving the way for a future where inclusivity is not just an aspiration but an intrinsic aspect of business management.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 390
Book Description
Addressing social inequalities and fostering holistic well-being has never been more pressing. As people grapple with environmental challenges and navigate the complexities of human interactions, the need for a paradigm shift in how businesses are managed becomes vital. Seeking to confront the profound issue at the heart of our societal fabric — the need for organizations, both public and private, to transcend conventional practices— emerges Game-Based Education Approaches to Inclusive Business Management as a tool for change. The book advocates for a transformative approach that integrates game-based learning and working methodologies to instigate a shift towards inclusivity, social responsibility, and overall well-being. Scholars, academics, practitioners, and those passionate about reshaping our societal fabric are invited to contribute to this collective effort, shaping a future where inclusivity and well-being are not mere ideals but integral components of business management. Grounded in the understanding that the fate of our planet hinges not only on environmental responsibility but also on the quality of human interactions within our work environments, this book ventures into uncharted territory. The objective is clear: to dissect the challenges impeding inclusive practices in business management. By melding research with game-based methodologies, the book seeks to uncover solutions that transcend traditional boundaries. It endeavors to examine the complexities of reducing inequalities and fostering inclusivity by delving into organizational, economic, and personal perspectives. The fusion of game-based learning and game-based working emerges as a driving force for promoting organizational well-being, challenging existing norms, and paving the way for a future where inclusivity is not just an aspiration but an intrinsic aspect of business management.
Research in Education
Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 1116
Book Description
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 1116
Book Description