Abstract
Over the last fifteen years the technology available to games designers has changed beyond
recognition. However, it is not always the increased use of technology that makes the game
successful in helping students achieve the desired learning outcome. Frequently, it is the
application of the game and the environment in which it is applied. This paper presents
experience in several aspects of the use of games rather than their design. It is based on the
work they have been doing in the teaching and learning of construction management in the
UK, the Netherlands and Australia. The games to be presented are based on construction
projects which the players have to manage. It makes suggestions on the form of play,
customisation of game content, group and individual play and industrial participation. It
concludes that there is no single best way to run a game. The main factors are the desired
learning outcomes, the skill and knowledge of the staff involved and the background of the
students.
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