Table of contents - Special Issue: Computer Assisted Collaborative Learning: The New Generation of Simulations and Social Computing in the Business Curriculum
Guest Editors: Thomas Clarke
Teaching the Google‐eyed YouTube generation
Bill AshrafThe purpose of this paper is to report on how the University sector in the UK has undertaken a massive transformation over recent years, resulting in a current mass market…
Role of social software tools in education: a literature review
Shailey MinochaThe purpose of this paper is to provide a review of literature on the role of Web 2.0 or social software tools in education.
Scenarios and strategies for Web 2.0
Graeme Martin, Martin Reddington, Mary Beth Kneafsey, Martyn SlomanThe aim of this article is to bring together ideas from the authors' review of the Web 2.0 literature, the data and their insights from this and other technology‐related projects…
An empirically‐grounded study on the effective use of social software in education
Shailey MinochaThe purpose of this paper is to discuss the results of an empirical investigation of the effective use of social software in further and higher education. The aims of the research…
Born digital? Pedagogy and computer‐assisted learning
Thomas Clarke, Elizabeth ClarkeThe purpose of this article is to examine the impact of the shift to a knowledge society, where information and communication technology (ICT) and the widening spread of…
Positioning ePortfolios in an integrated curriculum
Simon Housego, Nicola ParkerThe purpose of this paper is to discuss the potential and the challenges of successful integration of ePortfolios and graduate attributes into the curriculum.
Simulations: a case study of City & Guilds' newest assessment
Andrew Stone, Mike DearingThe purpose of this paper is to present a case study of City & Guilds' development of simulation‐based assessments for its ICT user qualification. These simulations are authentic…
Online self‐ and peer assessment for groupwork
Darrall Thompson, Ian McGregorGroup‐based tasks or assignments, if well designed, can yield benefits for student employability and other important attribute developments. However there is a fundamental problem…
Learning outcomes from business simulation exercises: Challenges for the implementation of learning technologies
Elizabeth ClarkeHigh order leadership, problem solving skills, and the capacity for innovation in new markets, and technologically complex and multidimensional contexts, are the new set of skills…
Why do we play the games? Exploring institutional and political motivations
Thibaut Bardon, Emmanuel JosserandThe purpose of this paper is to explore why digital games based learning (DGBL) is spreading rapidly in all educational settings, when the literature does not provide clear…
Integrating blended teaching and learning to enhance graduate attributes
Antoine Hermens, Elizabeth ClarkeThe purpose of this paper is to explore the role of computer based business simulations in higher education as innovative tools of teaching and learning to enhance students'…
Simulations, learning and real world capabilities
Robert E. Wood, Jens F. Beckmann, Damian P. BirneyThe purpose of this paper is to consider how simulations are increasingly used in training programs for the development of skills such as leadership. However, the requirements of…
ISSN:
0040-0912Online date, start – end:
1959Copyright Holder:
Emerald Publishing LimitedOpen Access:
hybridEditor:
- Dr Martin McCracken