Digital versus Manual. Two Sides of the Same Coin

Ingrid LeRoux
{"title":"Digital versus Manual. Two Sides of the Same Coin","authors":"Ingrid LeRoux","doi":"10.38069/edenconf-2019-ac-0023","DOIUrl":null,"url":null,"abstract":"In their preparation to educate future professionals, higher education institutions often employ innovating teaching methods, including games and simulations (Vlachopoulos Makri, 2017). Digital games and simulations have been used in entrepreneurship and business disciplines for many years and are designed to increase knowledge, improve skills and enable a positive learning environment in a realistic setting (Fox, Pittaway, Uzuegbunam, 2018). These simulations typically highlight the integration of business know-how such as strategy, marketing, positioning and finance to help students understand how a business works (Caruso, 2018). Furthermore, the need for entrepreneurs to obtain and acquire certain skills for them to be successful cannot be over emphasised (Costin, O’Brain, Slattery, 2018). Digital game-based learning is recognised as creating effective learning environments, engaging learners cognitively, emotionally as well as socially (Huang, Johnson, Han, 2014).","PeriodicalId":315718,"journal":{"name":"EDEN Conference Proceedings","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"EDEN Conference Proceedings","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.38069/edenconf-2019-ac-0023","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

In their preparation to educate future professionals, higher education institutions often employ innovating teaching methods, including games and simulations (Vlachopoulos Makri, 2017). Digital games and simulations have been used in entrepreneurship and business disciplines for many years and are designed to increase knowledge, improve skills and enable a positive learning environment in a realistic setting (Fox, Pittaway, Uzuegbunam, 2018). These simulations typically highlight the integration of business know-how such as strategy, marketing, positioning and finance to help students understand how a business works (Caruso, 2018). Furthermore, the need for entrepreneurs to obtain and acquire certain skills for them to be successful cannot be over emphasised (Costin, O’Brain, Slattery, 2018). Digital game-based learning is recognised as creating effective learning environments, engaging learners cognitively, emotionally as well as socially (Huang, Johnson, Han, 2014).
数字与手动。一枚硬币的两面
在准备教育未来的专业人员时,高等教育机构经常采用创新的教学方法,包括游戏和模拟(Vlachopoulos Makri, 2017)。数字游戏和模拟已经在创业和商业学科中使用多年,旨在增加知识,提高技能,并在现实环境中创造积极的学习环境(Fox, Pittaway, Uzuegbunam, 2018)。这些模拟通常强调商业知识的整合,如战略、营销、定位和财务,以帮助学生了解企业是如何运作的(Caruso, 2018)。此外,企业家获得和掌握某些技能以取得成功的必要性再怎么强调也不为过(Costin, O 'Brain, Slattery, 2018)。基于数字游戏的学习被认为能够创造有效的学习环境,在认知、情感和社交方面吸引学习者(Huang, Johnson, Han, 2014)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信