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The Case for Games and Iconography in Multicultural Technology Training

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International Management and Intercultural Communication
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Abstract

The topic of games for learning is fairly well covered in the literature and accepted generally as an effective teaching medium (see, e.g., Christopher and Smith1; Simulation & Gaming (S&G),2 an international journal of theory, practice and research; Steinkuehler et al.3).

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References

  • E.M. Christopher and L.E. Smith, 1991, Negotiation training through gaming: strategies, tactics, and manoeuvres (Kogan Page).

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  • H. Kouyoumdjian, 20 July 2012, “Learning through visuals: visual imagery in the classroom,” http://www.psychologytoday.com/blog/get-psyched/201207/learning-through-visuals.

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  • C. Steinkuehler, K. Squire and S. Barab, 2012, Games, learning, and society: learning and meaning in the digital age (Google eBook: Cambridge University Press).

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  • S. Thiagarajan, 2005, Thiagi’s interactive lectures: power up your training with interactive games and exercises (Google eBook: American Society for Training and Development).

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© 2015 Vincent Ferravanti

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Ferravanti, V. (2015). The Case for Games and Iconography in Multicultural Technology Training. In: Christopher, E. (eds) International Management and Intercultural Communication. Palgrave Macmillan, London. https://doi.org/10.1007/978-1-137-47991-4_11

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