Digital versus Manual. Two Sides of the Same Coin Cover Image

Digital versus Manual. Two Sides of the Same Coin
Digital versus Manual. Two Sides of the Same Coin

Author(s): Ingrid LeRoux
Subject(s): Social Sciences, Education, Higher Education
Published by: European Distance and E-Learning Network
Keywords: Games for learning; Learning effectiveness; improvement of learning experience

Summary/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).

  • Issue Year: 2019
  • Issue No: 1
  • Page Range: 203-212
  • Page Count: 10
  • Language: English
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