2014
DOI: 10.28945/1964
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A Virtual Education: Guidelines for Using Games Technology

Abstract: Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of industries and educational application areas.This idea is not new; flight simulators have been used for decades to train pilots for both commercial and military aviation. Thes… Show more

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Cited by 7 publications
(11 citation statements)
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“…The use of this game in classroom business lessons may contribute to the growing consensus that digital technologies are becoming more prominent in today's academic environment and will continue to increase its presence to eventually dominate the teaching methods of lecturers and learning methods of students in the coming future (Lanyi, 2011;Schofield, 2014). The soft-skillsets practiced through playing the Coffee Shop game include but are not limited to critical thinking and problem-solving, which may be viewed as being crucial to the survival and successful decision-making processes needed in today's entrepreneurial business venture (Al-Atabi & DeBoer, 2014;Brazeau, 2013;Krueger, 2001;Mitchell, 2005;Mohan et al, 2015;Souitaris, 2005).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The use of this game in classroom business lessons may contribute to the growing consensus that digital technologies are becoming more prominent in today's academic environment and will continue to increase its presence to eventually dominate the teaching methods of lecturers and learning methods of students in the coming future (Lanyi, 2011;Schofield, 2014). The soft-skillsets practiced through playing the Coffee Shop game include but are not limited to critical thinking and problem-solving, which may be viewed as being crucial to the survival and successful decision-making processes needed in today's entrepreneurial business venture (Al-Atabi & DeBoer, 2014;Brazeau, 2013;Krueger, 2001;Mitchell, 2005;Mohan et al, 2015;Souitaris, 2005).…”
Section: Resultsmentioning
confidence: 99%
“…Digital technologies are becoming more prominent in the classroom and will continue to make a larger impact as each year progresses until eventually digital methods of teaching and learning will completely dominate the classroom (Schofield, 2014). Although digital versions of business games and simulations are most prevalent in today's classrooms, computers and computer assisted instructional programs are tools used in many active learning models but are proven not as effective when used solely compared to a blended learning model involving multiple features (Brown et al, 2009).…”
Section: Games Used In Business Studiesmentioning
confidence: 99%
“…nausea) (Baldominos, Saez, & del Pozo, 2015). When used appropriately, VR science laboratories that are built with a priori pedagogical approaches and include the visual, auditory, and haptics to cue users, promote greater learning outcomes (Schofield, 2014).…”
Section: Contribution To the Literaturementioning
confidence: 99%
“…Nowdays, digital technologies has played a vital role inside the classroom and as years pass by it will become useful or is embed in the instructional materials as another digital method of teaching [15].…”
Section: Amobile Games Advantagesmentioning
confidence: 99%