Abstract
The paper describes the development of virtual simulation-game-based learning environment. The key objective is to offer students and lifelong learners simulation-game environment that preserves real life authenticity. Presented is a simulation-game tailored for diversified student groups in graduate courses and employees in the tourism sector, aiming at giving them competences for international and global business management. The constructivism theory provides the framework of the simulation-game pedagogical approaches: learning by doing, learning with live experiences, experiential learning, problem-based learning, and learning in safety. The paper presents the partnership between university and industry in the design process of simulation-game and virtual community for assisting collaboration among users: entrepreneurs, students, teachers and trainers. Focus groups were formed in the design process of simulation-game, engaging all relevant stakeholders, and needs assessment was performed at the beginning of the project.
| Original language | English |
|---|---|
| Pages (from-to) | 786-795 |
| Number of pages | 10 |
| Journal | WSEAS Transactions on Communications |
| Volume | 7 |
| Issue number | 7 |
| Publication status | Published - 2008 |
Fingerprint
Dive into the research topics of 'Developing virtual simulation game for authentic learning: Realizing partnership between university and industry'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver