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dc.contributor.advisorLui, Kat.en
dc.contributor.authorFloeter, Allison.
dc.date.accessioned2011-06-03T19:47:59Z
dc.date.available2011-06-03T19:47:59Z
dc.date.issued2009
dc.identifier.urihttp://digital.library.wisc.edu/1793/53192
dc.description.abstractDigital game-based learning has emerged as a new technology to address training interventions in the business world. As technology increases and the workforce is seeing a generational shift, business must find alternatives to address training. Training professionals are beginning to recognize the benefits of this training method and the practical application of games in a business context. This article discusses digital game-based learning (DGBL) and how it addresses the needs of the common learning styles described as visual, aural, read/write and kinesthetic. The author explores the changing needs of the different generations in today's workforce and their respective generational preferences. Finally, an explanation is provided as to how global organizations can benefit from DGBL.en
dc.rightsAll rights reserved. No part of this journal may be reproduced in any form without the permission of the University of Wisconsin-Stout.en
dc.subject.lcshComputer-assisted instructionen
dc.subject.lcshEducational gamesen
dc.titleThe effectiveness of game-based learningen
dc.typeArticleen


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