Abstract
In our paper we present the case study of an interactive educational business game called Cruise Industry Planning Game which has been developed and used at the Hochschule Bremerhaven over the past three years. It is played in small teams who represent cruise lines having to manage virtual cruise ships in a competitive marketplace and a changing socio-economic environment. Originally conceived as a classroom game to be played face-to-face by a group of forty players, the game is now being transformed into a web application which can be made available on any computer with an internet connection. In our paper we present and discuss a range of educational and technical aspects of this transformation, all linked to the overriding purpose of enhancing student/player learning. Our main considerations concern the question which learning objectives could profit from computer support and which are more adequate for face-to-face sessions.
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Vogel, M.P., Erb, U. (2009). Game-based learning for cruise management: Taking it to the web. In: Papathanassis, A. (eds) Cruise Sector Growth. Gabler. https://doi.org/10.1007/978-3-8349-8346-6_9
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DOI: https://doi.org/10.1007/978-3-8349-8346-6_9
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