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Autor
Davis Jason (Durban University of Technology)
Tytuł
Reformatting the hard drive of South African education for the knowledge economy
Źródło
Perspectives of Innovations, Economics and Business, 2009, vol. 3, s. 132-134, bibliogr. 30 poz.
Słowa kluczowe
Edukacja ekonomiczna, Gry ekonomiczne, Gospodarka oparta na wiedzy (GOW)
Economic education, Economic games, Knowledge-based economy
Uwagi
summ.
Abstrakt
South African education system needs reformatting in order to produce employable graduates. By introducing educational gaming into the formal learning programmes, the nature and quality of learning can be enhanced to create the innovative professionals need for the new knowledge economy.(original abstract)
Pełny tekst
Pokaż
Bibliografia
Pokaż
  1. Amory, A., and Seagram, R., 2003. "Educational game models: conceptualisation and evaluation", South African Journal of Higher Education, 17(2), pp.206-17
  2. Baer, L., 2005. "The Generation gap: bridging learners and educators", The International Digital Media & Arts Association Journal, 2(1), pp.47-52
  3. Caine, G., and Caine, R., 1990. Understanding a brain based approach to learning and teaching. educational leadership, 48(2), pp.66-70 (Excerpts)
  4. Cooper, D., and Kagel, J., 2003. "Lessons learned: generalizing learning across games", The American Economic Review, 93(2), pp.202-207
  5. Cranton, P., 1994. In understanding and promoting transformative learning: a guide for educators of adults. San Fransisco, CA: Jossey-Bass
  6. Davis, J., 2009. Students' perception of gaming as part of a first years economics' topic  unpublished master thesis, University of KwaZulu Natal
  7. DeYoung, R., 1993. "Market experiments: the laboratory versus the classroom", Journal of Economic Education, 24(4), Autumn, pp.335-51
  8. Dirkx, J., 2000. Transformative learning and journey of individuation. ERIC Digest, 23
  9. Ellington, H., and Earl, S., 1998. "Using games,simulations and interactive case studies - a practical guide for tertiary-level teachers", Paper presented at the SEDA Paper 101
  10. Gee, J. et al., 2005. Video games and the future of learning, Unpublished working paper. WCER.
  11. Gremmen, H., and Potters, J., 1997. "Assessing the efficacy of gaming in economic education", Journal of Economic Education, 28(4), pp.291-303
  12. Gruender, C., 1996. "Constructivism and learning: a philosophical appraisal", Educational Technology, May - June 1996, pp.21-29
  13. Harnessing the power of video games for learning. (2006). Paper presented at the Summit on Educational Games
  14. How epistemic games can solve the coming crisis in education. In (Vol. 2005 - 7): Wisconsin Centre for Education Research
  15. Klassen, J., and  Drummond, D., 2000. "Human resources skills: Learning through an interactive multimedia business simulation", International Journal of Educational Technology, 2(1)
  16. Lorsbach, A. and Tobin, K., 1997. Constructivism as a referent for science teaching, Institute for Inquiry, Exploratorium,San Francisco, CA: http://www.exploratorium.edu/IFI/resources/ research/constructivism.html
  17. Mason, P. And Fabritius, M., 2000. "Using student data to teach utility maximising behaviour", Classroom Expernomics, p.9
  18. Motahar, E., 1994. Teaching modeling and simulation in economics: A pleasant surprise, Journal of Economic Education, 25(4)
  19. Ortmann, A., 2000. Bertrand price undercutting: A brief classroom demonstration
  20. Pratt, G., 2004. Use of simulations in economics instruction. from http://www.mdl.dist.maricopa.edu/mlx/slip.php? item=1389
  21. Ragan, J., Leahan, Z., Malonoski, R.,  and Savino, C., 2009. STARLEDGER: A business activity model using SAP R/3 as a classroom tool to measure learning outcomes. Paper presented at the EABR & TLC Conference, Prague, Czech Republic
  22. Reimann, N., 2004. "First-year teaching-learning environments in economics", International Review of Economics Education, 3(1), pp.9-38
  23. Rieber, L., 1996. Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations and games. Educational Technology Research and Development, 44(2)
  24. Shaffer, D., and Gee, J., 2005. Video games and the future of learning. In (Vol. Working Paper 2005 - 4): Wisconsin Centre for Research
  25. Squire, K., and Jenkins, H., 2004. "Harnessing the power of games in education", Insight, 3(1), pp.5-33
  26. Stapleton, A., and Taylor, P., 2003. "Why videogames are cool and school sucks. Paper presented at the annual Australian Game Developer's Conference Melbourne, Australia November 2003
  27. Sylwester, R., 1993/4. "What the biology of the brain tells us about learning", Educational Leadership, 31 December/January, pp.46-51
  28. Venter, E., 2001. "A constructivist approach to learning and teaching", South African Journal of Higher Education, 15(2), pp.86-92.
  29. Wilson, B., 1995. Metaphors for instruction: Why we talk about training environments? Educational Technology (September - October), pp.25-30
  30. Woltjer, B., 2005. "Decisions and macroeconomics: development and implementation of a simulation game", Journal of Economic Education, 36(2), pp.139-44
Cytowane przez
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ISSN
1804-0519
Język
eng
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