Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives

Ahmed, Allam and Sutton, Michael J D (2017) Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives. World Journal of Science, Technology and Sustainable Development, 14 (2/3). pp. 78-83. ISSN 2042-5945

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Abstract

Purpose
The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and approaches relating to organizational learning and the knowledge-based economy. The paper also provides more details and definitions of various issues around gamification.

Design/methodology/approach
Several sources have been reviewed and consulted including various mainstream referred journals focusing on KM and gamification as well as books, online databases, governmental reports, and statistics, etc.

Findings
Game-based learning (GBL) in business must align with the learning goals and outcomes of training and development, and clearly demonstrate that learning can be evaluated and achieved. Serious game experiences drive personal change and transformation by generating an attitude of acceptance of the challenge, motivation to achieve, and constant innovation through participant commitments. Simulations push the participant into experiencing an immersive environment. Finally, gamification, as a collection of techniques, may be applied to the educational and workplace activities, or used as a wrapper for GBL, serious games, and simulations.

Research limitations/implications
We are on a unique and unusual path to revitalizing and reinvigorating the educational experience. This new path is not about throwing a LMS at faculty and hoping it sticks. This new path is about creating faculty who are mentors, coaches, and life-long learners who understand the research implications of applying game-based learning in the classroom, as well as the workforce.

Practical implications
Higher educational teaching as well as corporate LTD (Learning, Training, and Development) are being significantly disrupted. The innovation taking place in teaching requires more experiential learning, the kind of learning stimulated with serious games, simulations, immersive learning environments, and gamification. This issue will help to outline disruptive approaches that work.

Originality/value
This paper provides a review of the emerging trends and cases where gamification, simulations, serious games, immersive learning environments, virtual reality, and augmented reality are applied to the deployment of knowledge-based initiatives.

Item Type: Article
Keywords: KM, Serious games, Virtual reality, Gamification, Environments, Augmented reality, Simulations, Immersive learning
Schools and Departments: School of Business, Management and Economics > SPRU - Science Policy Research Unit
Subjects: T Technology > T Technology (General) > T0010 Communication of technical information
T Technology > T Technology (General) > T0061 Technical education. Technical schools
T Technology > T Technology (General) > T0173.2 Technological change
T Technology > T Technology (General) > T0175 Industrial research. Research and development
T Technology > T Technology (General)
Related URLs:
Depositing User: Allam Ahmed
Date Deposited: 30 May 2017 11:03
Last Modified: 30 May 2017 11:03
URI: http://sro.sussex.ac.uk/id/eprint/68256
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