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Already a significant human factor issue, trust is an especially hot topic in today's business world where so much of the contact is virtual. Providing the very first elaboration on this subject, the authors conduct an interdisciplinary investigation into the various facets of trust as they relate to the design and management of virtual business environments. They explore trust between organizations, between business partners, as well as trust between employer and employee. Involving theory and practice, this work provides the first scientific and systematic evaluation of global trends and practices regarding trust between people in all aspects of their professional lives.
In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
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