Case studies are widely used in business and medicine to help students learn from the successes and failures of practitioners in the field. This paper discusses the potential bene...
Kay A. Robbins, Catherine Sauls Key, Keith Dickins...
—The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced ...
Developing product software is getting increasing attention from both academics and practitioners. Organizations are recognizing the benefits and importance of developing a product...
Peter Artz, Inge van de Weerd, Sjaak Brinkkemper, ...
Abstract. This paper describes a pedagogical pattern for cross-cultural language learning and its application in a case study involving learners in Australia and China. The pattern...
Carsten Ullrich, Kerstin Borau, Scott Grant, Danie...
Serious games embody a class of applications able to produce real world benefits for individuals, or for the society, through the entertainment of players engaged in a game. The pe...
Dario Deponti, Dario Maggiorini, Claudio E. Palazz...