SWING - Simulation, Workshops, Interactive Environments and Gaming: An Integrated Approach to Inprove Learning, Design, and Strategic Decision making

Ade Mabogunje, Poul H. Kyvsgård Hansen, Eris Ozgur, Larry Leifer

    Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

    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.
    Original languageEnglish
    Title of host publicationProceedings of NordDesign 2006
    EditorsM.T. Jonsson, R. Unnporsson
    Number of pages10
    PublisherFaculty of Engineering, University of Iceland
    Publication date2006
    Pages277-286
    ISBN (Print)997994949X
    Publication statusPublished - 2006
    EventNordDesign 2006 - Reykjavik, Iceland
    Duration: 15 Aug 200618 Aug 2006

    Conference

    ConferenceNordDesign 2006
    Country/TerritoryIceland
    CityReykjavik
    Period15/08/200618/08/2006

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