Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Simulation and Gaming - Special 30th anniversary issue, part 2
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Design and Implementation of E-learning Performance Evaluation System
CSSE '08 Proceedings of the 2008 International Conference on Computer Science and Software Engineering - Volume 05
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Millenial students are very technology-aware and see technology as a necessity in most aspects of their life including learning. Traditional learning methods, in which the instructor largely controls the learning process, are not well adapted to such a clientele. Conversely, serious gaming environments offer complex and diversified approaches to active learning, which millenial students greatly appreciate. In this paper, we report on how one such environment, namely Second Life, was used to create a teaching center for a university course on business strategies.