Computer Games as Educational and Management Tools: Uses and by Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho, Paula Tavares

By Maria Manuela Cruz-Cunha, Vitor Hugo Varvalho, Paula Tavares

Notwithstanding as soon as thought of in simple terms for his or her leisure price, machine and on-line video games have functions as studying instruments in studying in various diverse environments.Computer video games as academic and administration instruments: makes use of and ways considers the various makes use of of video games and simulations, focusing particularly on their use in organizational and academic settings. delivering views on gaming for distance studying, gaming for rehabilitation, enterprise simulators, and motivational video games, this e-book explores new and rising developments during this ever-evolving quarter of analysis.

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We aim to: • Help education experts create services to meet their needs. Multi-Vocality and Post-Processualism as Methodological Assets of the ‘Collaboration Game’ • • • Dynamically integrate education experts’ (both from general and special education) multidimensional profiles Provide a roadmap for creating social networking services to support service provision Exploit the wisdom of the crowds (‘crowdsourcing’) in providing better services for professional users, while at the same time promoting open innovation and enhancements for service providers.

The negotiation process involves the process of conversation that the partners engage in and allows the FEPs to discover a best fit outcome based upon the goals stated during the definition of goals phase. 29 Human and Virtual Beings as Equal Collaborative Partners in Computer Games In human to human interactions, we see many forces at play that influence one person to agree or take the side of another in a discussion. These influences need to be taken into account when collaborative work is undertaken.

For social acceptance and societal influence to occur the virtual being needs to become acceptable within the social system: Society, organization or group (Kelman, 2006). In making the transition to societal acceptance of virtual beings, there are great challenges both technical and social. To better study virtual beings as collaborative partners, it is possible to focus on a smaller, group social setting, with an assumption of social acceptance (and therefore the capability to influence) collaborative group decision-making.

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