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Games and learning come together to maximise effectiveness: The challenge of bridging the gap

  • Autores: Maria Carlesi Lucia Pannese, Maria Carlesi
  • Localización: British journal of educational technology, ISSN 0007-1013, Vol. 38, Nº. 3, 2007, págs. 438-454
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • The authors are designing and carrying out some training sessions based on serious games with customers from different business environments and with some university student groups, both in northern Italy. Some business case studies are described in this article specifying the context, the training goal, the adopted training solution and the main characteristics of the designed game. Some screenshots are also shown. Furthermore, the authors are carrying out a survey both in the business and the university environment to analyse how the learners perceive these kinds of games in terms of effectiveness, engagement, pleasure, usability and freedom of behaviour while playing. Some results are reported in this paper, and the comparison between students' and employees' perception is shown. The questionnaire used can be found in the Appendix.


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