Computer Games as Educational and Management Tools: Uses and ApproachesMaria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Vitor Hugo Varvalho (Polytechnic Institute of Cávado and Ave, Portugal) and Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal)
Release Date: May, 2011. Copyright © 2011. 358 pages.
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In Stock. Have it as soon as Jun. 24 with express shipping*. DOI: 10.4018/978-1-60960-569-8, ISBN13: 9781609605698, ISBN10: 1609605691, EISBN13: 9781609605704 Cite Book
MLA
Cruz-Cunha, Maria Manuela, Vitor Hugo Varvalho and Paula Tavares. "Computer Games as Educational and Management Tools: Uses and Approaches." IGI Global, 2011. 1-358. Web. 19 Jun. 2013. doi:10.4018/978-1-60960-569-8
APA
Cruz-Cunha, M. M., Varvalho, V., & Tavares, P. (2011). Computer Games as Educational and Management Tools: Uses and Approaches (pp. 1-358). doi:10.4018/978-1-60960-569-8
Chicago
Cruz-Cunha, Maria Manuela, Vitor Hugo Varvalho and Paula Tavares. "Computer Games as Educational and Management Tools: Uses and Approaches." 1-358 (2011), accessed June 19, 2013. doi:10.4018/978-1-60960-569-8
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 Favorite  | | TopDescriptionThough once considered purely for their entertainment value, computer and online games have applications as learning tools in learning in a variety of different environments. Computer Games as Educational and Management Tools: Uses and Approaches considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings. Providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this publication explores new and emerging trends in this ever-evolving area of research. TopTable of Contents and List of Contributors
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Vitor Carvalho (University of Minho, Portugal), Celina Pinto Leão (University of Minho, Portugal), Filomena Soares (University of Minho, Portugal), Maria Manuela Cruz-Cunha (Polytechnic Insitute of Cavado and Ave, Portugal)
This chapter presents a research developed in collaboration by two higher education institutions. Nowadays, high education programs can only be successful with the u...
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C. Karagiannidis (University of Thessaly, Greece), S. Efraimidou (University of Thessaly, Greece), A. Koumpis (ALTEC Software S.A, Greece)
In recent years the gap between educational theory and practice has been closing, but although there have been calls for ‘reflexivity’, there has been little critica...
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Daniel I. Thomas (Griffith University, Australia), Ljubo B. Vlacic (Griffith University, Australia)
Computer games provide a compelling environment to study and enable virtual beings to engage with humans as equals. In this chapter, we investigate the requirements,...
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Helena Coelho (Technical University of Lisbon, Portugal)
This text consists of a review of available literature on these topics. It addresses the role of computer games in the teaching and learning process and aims at disc...
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José Bidarra (Universidade Aberta, Portugal), Meagan Rothschild (University of Wisconsin, USA), Kurt Squire (University of Wisconsin, USA)
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. Afte...
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Ana Castro Correia (TECField Sistemas de Informação e Multimédia, Lda, Portugal), Lia Raquel Oliveira (University of Minho, Portugal)
The use of digital games in educational contexts encourages active, critical, autonomous and participated learning processes, overcoming some of the limitations pres...
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Tiago Gomes (University of Minho, Portugal), Ana A. Carvalho (University of Minho, Portugal)
The results showed that all of the four analyzed games are motivating for the players, they have some pedagogical potential related to problem solving, and they impr...
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Jonathan Chetwynd (London, UK)
The rising tide of scientific data available on the web, has the potential to help us consider the complex problems that concern us today, and simulation games can h...
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Pedro Campos (University of Madeira & INESC ID Lisbon, Portugal)
Computer games have become an important part of the new digital economy, employing thousands of Information Technology professionals worldwide. Their role as a novel...
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Chien Yu (Mississippi State University, USA), Anthony Olinzock (Mississippi State University, USA)
The purpose of this chapter is to provide the classroom teachers with the basic tools and fundamentals necessary to create instructional games targeted to specific c...
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Brenda Flores Muro (Universidad Autónoma de Coahuila), Eduardo César Contreras Delgado (Universidad Autónoma de Coahuila)
Present work develops a PC simulation game to conduct a study with the main objective to train children with psychomotor disabilities (coordination, equilibrium and...
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António Pessoa de Magalhães (Universidade do Porto, Portugal), Bernard Riera (Reims University, France), Bruno Vigário (Real Games Lda, Portugal)
This chapter is about a serious game named ITS PLC, an interactive simulation tool aimed at control systems education and training that includes the latest technolog...
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Karla Muñoz (University of Ulster, UK), Paul Mc Kevitt (University of Ulster, UK), Tom Lunney (University of Ulster, UK), Julieta Noguez (Tecnológico de Monterrey, Mexico), Luis Neri (Tecnológico de Monterrey, Mexico)
Teaching methods must adapt to learners’ expectations. Computer game-based learning environments enable learning through experimentation and are inherently motivatio...
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Fernando Borrajo (Universidad Autónoma de Madrid, Spain), Yolanda Bueno (Universidad Autónoma de Madrid, Spain), Fernando Fernández (Universidad Carlos III de Madrid, Spain), Javier García (Universidad Carlos III de Madrid, Spain), Isidro de Pablo (Universidad Autónoma de Madrid, Spain), Ismael Sagredo (Universidad Carlos III de Madrid, Spain), Begoña Santos (Universidad Autónoma de Madrid, Spain)
Thus, SIMBA opens up a wide field of research between Artificial Intelligence and Business Management aimed at developing efficient intelligent agents humans can com...
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Gyula Mester (University of Szeged, Hungary), Piroska Stanic Molcer (Subotica-Tech, Subotica, Serbia), Vlado Delic (University of Novi Sad, Serbia)
The market favors the best-selling computer games regardless of their social and educational effects. This chapter will discuss the present trends in educational gam...
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Johann C.K.H. Riedel (Nottingham University Business School, UK), Jannicke Baalsrud Hauge (University of Bremen, Germany)
The findings from the evaluations showed that serious games deliver learning outcomes. However, there are drawbacks to their use that need to be taken into account....
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Mabel C.P.O. Okojie (Mississippi State University, USA)
A critical examination of the use of computer games as motivation for learning is provided. The examination is addressed by reviewing evidence from the literature de...
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TopTopics Covered- Affective educational games
- Artificial intelligence
- Business simulators for business education
- Collaborative working environments
- Designing business management games
- Digital games as educational tools
- Games and simulations in distance learning
- Games for motivation
- Games for rehabilitation
- MMOGs
- Open and distance learning
TopAuthor(s)/Editor(s) BiographyMaria Manuela Cruz-Cunha is currently an Associate Professor in the School of Technology at the Polytechnic Institute of Cavado and Ave, Portugal. She holds a Dipl. Eng. in the field of Systems and Informatics Engineering, an M.Sci. in the field of Computer Integrated Manufacturing and a Dr.Sci in the field of Production Systems Engineering. She teaches subjects related with Information Systems, Information Technologies and Organizational Models to undergraduate and post-graduate studies. She supervises several PhD projects in the domain of Virtual Enterprises and Information Systems and Technologies. She regularly publishes in international peer-reviewed journals and participates on international scientific conferences. She serves as a member of Editorial Board and Associate Editor for several International Journals and for several Scientific Committees of International Conferences. She has authored and edited several books and her work appears in more than 100 papers published in journals, book chapters and conference proceedings. She is the co-founder and co-chair of several international conferences: CENTERIS – Conference on ENTERprise Information Systems, ViNOrg - International Conference on Virtual and Networked Organizations: Emergent Technologies and Tools and SeGAH – IEEE International Conference on Serious Games and Applications for Health. |
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