Journals Books Case Studies Expert Briefings Open Access
Advanced search

On the Horizon: Volume 17 Issue 4

Category:

Education

Table Of Contents - Special Issue: Teaching and learning through gaming simulation

Hardware, software, and wetware

Tom P. Abeles

This paper aims to explore the technology‐driven horizon for education in general and post secondary education in particular.

pdf (56 KB)

An ideation game conception based on the Synectics method

Heiko Duin, Jannicke Baalsrud Hauge, Klaus‐Dieter Thoben

Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes…

pdf (182 KB)

Grounding simulations in reality: a case study from an undergraduate Politics degree

Simon Usherwood

The purpose of this paper is to address the issue of how best to reproduce realistic reproductions and outcomes in the dynamic environment of a simulated negotiation on a…

pdf (101 KB)

Case study of cultural comparison using a simulation game – COSIGA

Zheng Ma, Chih‐Cheng Lin, Kul Pawar, Johann Riedel

The purpose of this paper is to implement the simulation game in the cultural comparison study so as to understand the impact of cultural differences on the team interaction.

pdf (242 KB)

A generic process simulation‐model for educational simulations and serious games

Felix Hunecker

The purpose of this paper is to give an overview about the design of reusable simulation models for serious games.

pdf (260 KB)

Educator insight on simulations and games: a comparative study between business schools in Thailand and the UK

Chaipong Pongpanich, Tanasak Krabuanrat, Kim Hua Tan

The purpose of this paper is to investigate and gain insights into the use of computer simulations and games in business schools in Thailand. In addition, it aims to…

pdf (341 KB)

Teaching construction management through games alone: a detailed investigation

G. Long, M.J. Mawdesley, D. Scott

This paper aims to describe work carried out by the authors using simulation games to teach key aspects of construction management to civil engineering students. The use…

pdf (425 KB)

Surgical performance in a virtual environment

May Y. Choi, Garnette R. Sutherland

The purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.

pdf (386 KB)

Learning through business games – an analysis of successes and failures

A. Gonen, E. Brill, M. Frank

The purpose of this research paper is to explore the interrelations between success in the Business Games course and other MSc courses, and the parameters that influence…

pdf (160 KB)

Evaluating business simulation software: approach, tools and pedagogy

Melanie King, Richard Newman

The purpose of this paper is to identify a business simulation appropriate for MEng Engineering students. The selection was based on the following factors; exploring…

pdf (175 KB)

Negotiation oriented simulation exercises that incorporate business continuity and international security

Peter R.J. Trim, Yang‐Im Lee

This paper seeks to explain how negotiation simulation exercises can be used to develop management insights and theory in the areas of business continuity and…

pdf (209 KB)

Field testing two simulation games: do winners win consistently?

Suresh L. Gamlath

The study emanated from initial attempts to determine whether two computer simulations used in teaching a college business course delivered a meaningful learning…

pdf (82 KB)

The application of management simulation and game teaching in Taiwan and Australia

C.H. Andreas Liu, Chien‐Ta Bruce Ho, Kim Hua Tan

The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia.

pdf (127 KB)

Towards understanding engagement in games: an eye‐tracking study

Tony Renshaw, Richard Stevens, Paul D. Denton

The purpose of this paper is to report research undertaken in developing improved understandings of players' interaction and emotional experience of electronic gaming.

pdf (442 KB)

Guest editorial

Kim Hua Tan, Luc Muyldermans, Johann Riedel, Peter R.J. Trim

ISSN:

1074-8121

Online date, start – end:

2000

Copyright Holder:

Emerald Publishing Limited

Open access:

hybrid

Editor:

  • Dr Andy Hines

Further Information

  • About the Journal(opens new window)
  • Purchase Information(opens new window)
  • Editorial Team(opens new window)
  • Write for this journal(opens new window)
Emerald Publishing
  • Opens in new window
  • Opens in new window
  • Opens in new window
  • Opens in new window
© 2020 Emerald Publishing Limited

Services

  • Authors Opens in new window
  • Editors Opens in new window
  • Librarians Opens in new window
  • Researchers Opens in new window
  • Reviewers Opens in new window

About

  • About Emerald Opens in new window
  • Working for Emerald Opens in new window
  • Contact us Opens in new window
  • Publication Sitemap

Policies and information

  • Privacy notice
  • Site policies
  • Modern Slavery Act Opens in new window
  • Chair of Trustees governance statement Opens in new window
  • COVID-19 policy Opens in new window

We’re listening — tell us what you think

  • Something didn’t work…

    Report bugs here

  • All feedback is valuable

    Please share your general feedback

  • Member of Emerald Engage?

    You can join in the discussion by joining the community or logging in here.
    You can also find out more about Emerald Engage.

Join us on our journey

  • Platform update page

    Visit emeraldpublishing.com/platformupdate to discover the latest news and updates

  • Questions & More Information

    Answers to the most commonly asked questions here