The Case for Games and Iconography in Multicultural Technology Training

  • Vincent Ferravanti


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).


User Instruction Global Implementation Negotiation Training Improve Information Flow Method Traditional Training 
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  1. E.M. Christopher and L.E. Smith, 1991, Negotiation training through gaming: strategies, tactics, and manoeuvres (Kogan Page).Google Scholar
  2. H. Kouyoumdjian, 20 July 2012, “Learning through visuals: visual imagery in the classroom,” Scholar
  3. C. Steinkuehler, K. Squire and S. Barab, 2012, Games, learning, and society: learning and meaning in the digital age (Google eBook: Cambridge University Press).CrossRefGoogle Scholar
  4. S. Thiagarajan, 2005, Thiagi’s interactive lectures: power up your training with interactive games and exercises (Google eBook: American Society for Training and Development).Google Scholar

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© Vincent Ferravanti 2015

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  • Vincent Ferravanti

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