Description
Commercial digital games are primarily used for entertainment. However, they also have the potential to contribute to economic education, both in the context of school lessons and study groups as well as when playing games during leisure time.
Referring to the theory volume, several games are presented in this practical volume and analyzed with regard to their economic learning potential. Furthermore, suggestions and materials for the use of the games for teaching and learning processes are included.
A broad spectrum was aimed at in the selection of the games. Thus, several management games are described that address different aspects of professional activity and business management. In addition, there are games that relate to the consumer role or contribute to an improved understanding of general (macro-) economic theories.
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