The value of serious games for the workplace is borrowed from three intersecting knowledge domains: Learning, Modeling & Simulation, and Play. Gaming can play a serious role in training and development at the workplace.
This Dutch chapter describes an exploration of the two-way traffic between science and practice based on knowledge management literature. Theunissen, N. C. M., Friele, R. F., & Keijsers, J. F. E. M. (2003). Implementeren door Kennismanagement: theorie en praktijk. In J. Ravensbergen & R. D. Friele & J. F. E. M. Keijsers & M. Wensing […]