Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/15781
Title: Gamification Design Elements in Business Education Simulations
Contributor(s): Reiners, Torsten (author); Wood, Lincoln C (author); Gregory, Sue  (author)orcid ; Teras, Hanna (author)
Publication Date: 2014
DOI: 10.4018/978-1-4666-5888-2
Handle Link: https://hdl.handle.net/1959.11/15781
Abstract: Simulation design is an important topic in contemporary education as the use of simulations has increased in popularity. It engages learners and provides new approaches to learning, extending existing active learning approaches (Wood & Reefke, 2010) and can be used in classrooms or between lessons. Simulations take many forms, from token-and-paper-based simulations to elaborate, virtual-worlds-based simulations. These approaches are not without controversy as, over the last decade, virtual worlds have struggled to distinguish themselves as distinctly different to 'games' (Constable, 2008) and mature enough for serious simulation (Wriedt, Reiners, & Ebeling, 2008). Gaming has been used to "aid the development of subject knowledge and learning collaborative skills such as problem solving and teamwork" (Edmonds, 2011, p. 20). An example of simulation in higher education settings would be when one is studying to become a surgeon. When a surgeon makes an error in a real surgery room there are serious consequences. However, if one were to train using simulations that are authentic (compared to theoretical learning material or studying on a corpse), where it is perceived to be a real life training environment, then learning occurs without negative consequences (Brookes & Moseley, 2012).
Publication Type: Entry In Reference Work
Source of Publication: Encyclopedia of Information Science and Technology, p. 3048-3061
Publisher: IGI Global
Place of Publication: Hershey, United States of America
ISBN: 9781466658882
9781466658899
Fields of Research (FoR) 2008: 130103 Higher Education
080110 Simulation and Modelling
130306 Educational Technology and Computing
Fields of Research (FoR) 2020: 390303 Higher education
460207 Modelling and simulation
390405 Educational technology and computing
Socio-Economic Objective (SEO) 2008: 930503 Resourcing of Education and Training Systems
930203 Teaching and Instruction Technologies
Socio-Economic Objective (SEO) 2020: 160204 Management, resources and leadership
160304 Teaching and instruction technologies
HERDC Category Description: N Entry In Reference Work
Appears in Collections:Entry In Reference Work
School of Education

Files in This Item:
2 files
File Description SizeFormat 
Show full item record

Page view(s)

2,302
checked on Aug 11, 2024
Google Media

Google ScholarTM

Check

Altmetric


Items in Research UNE are protected by copyright, with all rights reserved, unless otherwise indicated.