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Computer Games as Educational and Management Tools: Uses and Approaches

Release Date: May, 2011. Copyright © 2011. 358 pages.
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DOI: 10.4018/978-1-60960-569-8, ISBN13: 9781609605698, ISBN10: 1609605691, EISBN13: 9781609605704
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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. 20 Oct. 2014. 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). Hershey, PA: IGI Global. 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 October 20, 2014. doi:10.4018/978-1-60960-569-8

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Description

Though 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.

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Table of Contents and List of Contributors

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Table of Contents
Preface
Maria Manuela Cruz-Cunha, Vitor Carvalho, Paula Tavares
Chapter 1
Vitor Carvalho, Celina Pinto Leão, Filomena Soares, Maria Manuela Cruz-Cunha
This chapter presents a research developed in collaboration by two higher education institutions. Nowadays, high education programs can only be... Sample PDF
Games Development for Pedagogical and Educational Purposes
$37.50
Chapter 2
C. Karagiannidis, S. Efraimidou, A. Koumpis
In recent years the gap between educational theory and practice has been closing, but although there have been calls for ‘reflexivity’, there has... Sample PDF
Multi-Vocality and Post-Processualism as Methodological Assets of the ’Collaboration Game’
$37.50
Chapter 3
Daniel I. Thomas, Ljubo B. Vlacic
Computer games provide a compelling environment to study and enable virtual beings to engage with humans as equals. In this chapter, we investigate... Sample PDF
Human and Virtual Beings as Equal Collaborative Partners in Computer Games
$37.50
Chapter 4
Helena Coelho
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... Sample PDF
Computer Games and Libraries
$37.50
Chapter 5
José Bidarra, Meagan Rothschild, Kurt Squire
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model... Sample PDF
Games and Simulations in Distance Learning: The AIDLET Model
$37.50
Chapter 6
Ana Castro Correia, Lia Raquel Oliveira
The use of digital games in educational contexts encourages active, critical, autonomous and participated learning processes, overcoming some of the... Sample PDF
The Educational Value of Digital Games: Possibilities and Limitations of the Use of Digital Games as Educational Tools (The Spore Case)
$37.50
Chapter 7
Tiago Gomes, Ana A. Carvalho
The results showed that all of the four analyzed games are motivating for the players, they have some pedagogical potential related to problem... Sample PDF
The Pedagogical Potential of MMOG: An Exploratory Study Including Four Games and their Players1
$37.50
Chapter 8
Jonathan Chetwynd
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... Sample PDF
Browser-Native Games That Use Real-World XML Data
$37.50
Chapter 9
Pedro Campos
Computer games have become an important part of the new digital economy, employing thousands of Information Technology professionals worldwide.... Sample PDF
A Multi-Disciplinary Approach to Designing Business Management Games
$37.50
Chapter 10
Chien Yu, Anthony Olinzock
The purpose of this chapter is to provide the classroom teachers with the basic tools and fundamentals necessary to create instructional games... Sample PDF
Creating Computer Games for Class Instruction
$37.50
Chapter 11
Brenda Flores Muro, Eduardo César Contreras Delgado
Present work develops a PC simulation game to conduct a study with the main objective to train children with psychomotor disabilities (coordination... Sample PDF
RACEM Game for PC for Use as Rehabilitation Therapy for Children with Psychomotor Disability and Results of Its Application
$37.50
Chapter 12
António Pessoa de Magalhães, Bernard Riera, Bruno Vigário
This chapter is about a serious game named ITS PLC, an interactive simulation tool aimed at control systems education and training that includes the... Sample PDF
When Control Education Is the Name of the Game
$37.50
Chapter 13
Karla Muñoz, Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri
Teaching methods must adapt to learners’ expectations. Computer game-based learning environments enable learning through experimentation and are... Sample PDF
Affective Educational Games and the Evolving Teaching Experience
$37.50
Chapter 14
Fernando Borrajo, Yolanda Bueno, Fernando Fernández, Javier García, Isidro de Pablo, Ismael Sagredo, Begoña Santos
Thus, SIMBA opens up a wide field of research between Artificial Intelligence and Business Management aimed at developing efficient intelligent... Sample PDF
Business Simulators for Business Education and Research: SIMBA Experience
$37.50
Chapter 15
Educational Games  (pages 247-262)
Gyula Mester, Piroska Stanic Molcer, Vlado Delic
The market favors the best-selling computer games regardless of their social and educational effects. This chapter will discuss the present trends... Sample PDF
Educational Games
$37.50
Chapter 16
Johann C.K.H. Riedel, Jannicke Baalsrud Hauge
The findings from the evaluations showed that serious games deliver learning outcomes. However, there are drawbacks to their use that need to be... Sample PDF
Evaluation of Simulation Games for Teaching Production (Engineering)
$37.50
Chapter 17
Mabel C.P.O. Okojie
A critical examination of the use of computer games as motivation for learning is provided. The examination is addressed by reviewing evidence from... Sample PDF
Can Computer Games Motivate and Sustain Learning?
$37.50
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Topics 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
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Author(s)/Editor(s) Biography

Maria 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.