NetWORKers and their Activity in IntensionalNetworks
Computer Supported Cooperative Work
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Don't Bother Me Mom--I'm Learning!
Don't Bother Me Mom--I'm Learning!
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Examining the pedagogical foundations of modern educational computer games
Computers & Education
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
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In corporate environments, there is a growing interest in deploying more effective solutions in supporting competence development, namely to address the identified need of developing soft-skills (eg: negotiation, leadership) and complex competences (eg: sense-making and cross-cultural communication). The "learning by doing" has gained prominence, in particular when considering the use of serious games as the delivery platform for the educational content. However, the adoption of serious games alone is not a guarantee for effective learning and consequently, the aim of this paper is to present the integrative framework that combines together five key developments in education research, namely Knowledge Ecology, Social Learning Communities, Threshold Concepts, Experience Management and Cognitive Management. Based on the integrative framework, the paper proceeds to present the TARGET componentized platform.