TY - GEN
T1 - Where academics meet the real world
T2 - 4th International Conference on E-Learning and Games, Edutainment 2009
AU - Werneck, Eduardo
AU - Chang, Maiga
PY - 2009
Y1 - 2009
N2 - Educational games have been widely developed and tested by many researchers. Most of results show that the educational games are good to increase students' learning motivations in formal learning. It seems quite workable, however, is it also true if we want to apply the concepts to business? Or, does it still have effects to on-job-training and orientation in business? This research focuses on the first question. The experience of trying to design and test a Game-Based Learning System, with a joy component, in a real corporation is challenging and risky. This paper shows how hard was to find a company willing to do this test, the negotiations involved, the legal issues and the extensive scrutiny imposed. Constant revisions and postponing, threatening of cancellation and misinformation about company resources needs continuous diplomacy and flexibility from researchers. Prejudice against computer games may play an important barrier and an unfair advantage towards traditional training deliveries.
AB - Educational games have been widely developed and tested by many researchers. Most of results show that the educational games are good to increase students' learning motivations in formal learning. It seems quite workable, however, is it also true if we want to apply the concepts to business? Or, does it still have effects to on-job-training and orientation in business? This research focuses on the first question. The experience of trying to design and test a Game-Based Learning System, with a joy component, in a real corporation is challenging and risky. This paper shows how hard was to find a company willing to do this test, the negotiations involved, the legal issues and the extensive scrutiny imposed. Constant revisions and postponing, threatening of cancellation and misinformation about company resources needs continuous diplomacy and flexibility from researchers. Prejudice against computer games may play an important barrier and an unfair advantage towards traditional training deliveries.
KW - Computer game
KW - Educational games
KW - Game-learning learning
KW - Joy
KW - Training
UR - http://www.scopus.com/inward/record.url?scp=69949137746&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-03364-3_24
DO - 10.1007/978-3-642-03364-3_24
M3 - Published Conference contribution
AN - SCOPUS:69949137746
SN - 3642033636
SN - 9783642033636
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 176
EP - 183
BT - Learning by Playing
Y2 - 9 August 2009 through 11 August 2009
ER -