Abstract
Simple games are often used as illustrative elements in teaching and learning activities. However, there could be a different way to regard games and evaluate their effects in terms of learning mediation. Younger people have experienced that electronic gaming has gone from a minority activity a few years ago to mass entertainment today. Is it only entertainment for young people or is it a potential booster in the way we facilitate learning? The word "game" itself does confuse matters by evoking childish playthings but there are a substantial number of indications that games hold a key to a significant change and efficiency in the way we learn. In this paper we shall discuss the impact of games on learning in professional organizations. This will include a review of our ability to learn as an organization and development of a framework to integrate games in learning processes. The empirical context of the paper will be product development processes.
Originalsprog | Engelsk |
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Titel | Proceedings of NordDesign 2006 |
Redaktører | M.T. Jonsson, R. Unnporsson |
Antal sider | 10 |
Forlag | Faculty of Engineering, University of Iceland |
Publikationsdato | 2006 |
Sider | 277-286 |
ISBN (Trykt) | 997994949X |
Status | Udgivet - 2006 |
Begivenhed | NordDesign 2006 - Reykjavik, Island Varighed: 15 aug. 2006 → 18 aug. 2006 |
Konference
Konference | NordDesign 2006 |
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Land/Område | Island |
By | Reykjavik |
Periode | 15/08/2006 → 18/08/2006 |