Literaturnachweis - Detailanzeige
Autor/in | Weinstein, Margery |
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Titel | Focus on Games & Simulations: Trends+Technologies+Case Studies |
Quelle | In: Training, 47 (2010) 6, S.45-49 (5 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0095-5892 |
Schlagwörter | Games; Ethnology; Computer Simulation; Educational Technology; Case Studies; Organizational Objectives; Partnerships in Education; Higher Education; Organizations (Groups); Educational Games; Job Training; Labor Force Development; Vendors; Instructional Design; Teamwork; Florida Game; Spiel; Spiele; Ethnologie; Computergrafik; Computersimulation; Unterrichtsmedien; Case study; Fallstudie; Case Study; Business goal; Unternehmensziel; Hochschulpartnerschaft; Hochschulbildung; Hochschulsystem; Hochschulwesen; Educational game; Lernspiel; Berufsqualifizierender Bildungsgang; Arbeitskräftebestand; Vendor; Anbieter; Lesson concept; Lessonplan; Unterrichtsentwurf |
Abstract | The youngest workforce generation seems to crave games and simulations, and even older workers are coming to enjoy them. But what do new trends in these areas mean for the company, the learners, and the organization's strategic goals? In this article, two experts in the field, Clarissa Graffeo and David Metcalf of the Mixed Emerging Technology Integration Lab (METIL) at the University of Central Florida's Institute for Simulation and Training, discuss the latest trends and technologies. This article also presents case studies from Google and Sodexo. (ERIC). |
Anmerkungen | Lakewood Media Group. 5353 Knox Avenue South, Minneapolis, MN 55419. Tel: 847-559-7533; Fax: 847-291-4816; Web site: http://www.trainingmag.com |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |