2006
DOI: 10.28945/259
|View full text |Cite
|
Sign up to set email alerts
|

Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems

Abstract: The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can be used to enrich the Information Systems (IS) learning experiences of students with different learning styles. Before considering these contributions, some background material on eLearning is useful. eLearning has profoundly changed many aspects of society and, ine… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4

Citation Types

1
22
0
1

Year Published

2008
2008
2020
2020

Publication Types

Select...
5
5

Relationship

0
10

Authors

Journals

citations
Cited by 45 publications
(25 citation statements)
references
References 24 publications
1
22
0
1
Order By: Relevance
“…As a consequence, for IS graduates to be successful in today's environment, the requirements have become more complex as these graduates must now be experts in the ever-changing technological domain and expert decisionmakers for organizations facing technical challenges. They must be able to make business-related decisions in real-life situations where the solution is often not obvious and highly complex (Connolly & Stansfield, 2006). In this perspective, the present paper advances a pedagogical method new to IS that has the ability to more realistically convey the practical and conceptual challenges that will be faced by new IS graduates, while at the same time offering a powerful tool for developing the high-level IS capabilities identified within the official 2010 Information Systems curriculum (Topi et al, 2010).…”
Section: Introductionmentioning
confidence: 99%
“…As a consequence, for IS graduates to be successful in today's environment, the requirements have become more complex as these graduates must now be experts in the ever-changing technological domain and expert decisionmakers for organizations facing technical challenges. They must be able to make business-related decisions in real-life situations where the solution is often not obvious and highly complex (Connolly & Stansfield, 2006). In this perspective, the present paper advances a pedagogical method new to IS that has the ability to more realistically convey the practical and conceptual challenges that will be faced by new IS graduates, while at the same time offering a powerful tool for developing the high-level IS capabilities identified within the official 2010 Information Systems curriculum (Topi et al, 2010).…”
Section: Introductionmentioning
confidence: 99%
“…4 Second generation e-learning courses incorporated active technologies, potentially increasing motivation and enhancing learning through interactivity and multimedia. 5 Preferences for online and technology-enhanced learning have been expressed regardless of learning style 6 and gender.…”
mentioning
confidence: 99%
“…While in a classroom setting motivation can be addressed by teachers, in e-Learning environments new ways of motivating or re-motivating learners are required. Several approaches addressing motivational issues have been proposed, including the design of attractive e-Learning systems (Ishii et al 2004), using game features to motivate learners (Chen et al 1998;Connolly and Stansfield 2006), using whiteboards (Becta 2006) and clickers (Martyn 2007), as well as animated agents (Machado et al 1999;Gussak and Baylor 2003). Nevertheless, learners are not getting the full benefit of these features if they do not engage in the first place.…”
Section: Introductionmentioning
confidence: 99%