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Business Class School Review – Review Game Zone

Business Class School Review – Review Game Zone

PETTY CASH GAME 14 Educational Games to Teach Your Kids About Business « Freeschool Posted by freeschool on December 24, 2007 eMoms at home lists fourteen educational games you can use to teach your kids about business. Here’s a summary: Board Games Monopoly – “the grandfather of all money & investment games”KidsWealth Money Kit – “teach kids to manage real money in a safe, structured, and supported manner”Stock Rush Game – “all the basic principles of trading used in the real world” Computer Games Also included in the post are a couple Pretend and Play items for younger kids, and a lemonade stand and lemonade maker to put your kid’s skills to use. Like this: Like Loading...

Serious games for serious topics Everyone wants to increase engagement and retention for learners, especially if the topic is an important one where compliance or business success is at stake. In addition to their underlying theoretical rationale, games have been shown—in practice and under a variety of circumstances—to be successful in terms of both engagement and retention. However, are games appropriate for all topics, in particular, serious ones? Can the design of a game, or even the fact that a game is being used, induce a sense of frivolity that lessens the impact of the learning? "Serious games" is a term that has evolved to describe the use of games in education, training, health, and public policy. The process of developing serious games properly starts with the learning objectives. With such an approach, the necessary skill practice is contextualized or situated, making the learner responsible for exploration. Note that learning games are not total learning experiences.

Computers & Education - Reviewing the need for gaming in education to accommodate the net generation Abstract There is a growing interest in the use of simulations and games in Dutch higher education. This development is based on the perception that students belong to the ‘gamer generation’ or ‘net generation’: a generation that has grown up with computer games and other technology affecting their preferred learning styles, social interaction patterns and technology use generally. It is often argued that in education this generation prefers active, collaborative and technology-rich learning, i.e. learning methods that involve extensive computer use and collaboration among students. Gaming is then proposed as a new teaching method which addresses these requirements. Keywords Cooperative/collaborative learning; Interactive learning environments; Simulations; Teaching/learning strategies Copyright © 2011 Elsevier Ltd.

What Makes a Good Learning Game? After developing more than 30 learning games I can safely say that it is definitely not an easy task. Developing good learning games requires constant attention to opposing factors, which only through creativity can truly be made to smoothly work together. Since the inception of computer games, there has been learning games. In the early years, games were used to demonstrate the potential benefits of computers. Although learning games date back to at least the 1960s, it is still a discipline fraught with challenges [1]. One of the fundamental questions that remain unanswered is: What really makes a good learning game? This article is not be a quick-guide for "how to design" learning games with ideas like points, leveling, power-ups and clear goals. The Critique of Edutainment We need to extend the scope of learning games beyond edutainment. The path to answering the question "What is a good learning games?" Defining Games and Learning So why are verbs important? Conclusion Acknowledgments

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