Game-based learning: using business simulators in the university classroom

被引:12
|
作者
Matute, Jorge [1 ]
Melero, Iguacel [2 ]
机构
[1] Univ Ramon Llull, IQS Sch Management, Barcelona, Spain
[2] Univ Zaragoza, E-50009 Zaragoza, Spain
来源
UNIVERSIA BUSINESS REVIEW | 2016年 / 51期
关键词
Simulation games; interactive learning environments; education; intrinsic motivation; fun;
D O I
10.3232/UBR.2016.V13.N3.03
中图分类号
F [经济];
学科分类号
02 ;
摘要
In recent years, technological advances have paved the way for advances in education through the deployment of innovative teaching tools designed to improve the learning experience. Such active, experiential teaching/learning tools include business simulation games which aim to boost motivation, autonomous learning and learner-centered control of the learning process. The present study provides an analysis of the implantation of a college-level course designed around a business simulation game-with a special focus on the learning process as experienced by the learners themselves. To this end, the paper seeks to identify those factors which have a positive impact on the learning experience and contribute to learner satisfaction. More specifically, learner personality traits and attitude, the role emotions may play, facilitative learning conditions and learners' intention to use business simulation games again in the future are analyzed. Our findings demonstrate that support from teachers, a high degree of learner motivation and perceived fun will have a particularly positive impact on the opinion learners hold of this innovative teaching/learning tool.
引用
收藏
页码:72 / 91
页数:20
相关论文
共 50 条
  • [1] Gamifying the flipped classroom using game-based learning materials
    Hung, Hsiu-Ting
    [J]. ELT JOURNAL, 2018, 72 (03) : 296 - 308
  • [2] GAME-BASED LEARNING IN ENGLISH FOR SPECIFIC PURPOSES CLASSROOM
    Didenko, Iryna
    [J]. DISCO 2017: OPEN EDUCATION AS A WAY TO A KNOWLEDGE SOCIETY, 2017, : 273 - 278
  • [3] Effectiveness of game-based learning in university teaching
    Adams, J.
    Claus, M.
    Rose, D. M.
    Schoene, K.
    [J]. GESUNDHEITSWESEN, 2015, 77
  • [4] Using Capture the Flag in Classroom: Game-based Implementation in Network Security Learning
    Prabawa, Harsa Wara
    Junaeti, Enjun
    Permana, Yana
    [J]. 2017 3RD INTERNATIONAL CONFERENCE ON SCIENCE IN INFORMATION TECHNOLOGY (ICSITECH), 2017, : 690 - 695
  • [5] A Game-Based Learning Environment Using the ARCS Model at a University Library
    Kaneko, Kosuke
    Saito, Yuriko
    Nohara, Yukari
    Kudo, Eriko
    Yamada, Masanori
    [J]. 2015 IIAI 4TH INTERNATIONAL CONGRESS ON ADVANCED APPLIED INFORMATICS (IIAI-AAI), 2015, : 403 - 408
  • [6] Digital game-based learning in accounting and business education
    Carenys, Jordi
    Moya, Soledad
    [J]. ACCOUNTING EDUCATION, 2016, 25 (06) : 598 - 651
  • [7] Game-Based Learning - Developing a Business Game for Interactive Architectural Visualization
    Hoehl, Wolfgang
    [J]. 2019 11TH INTERNATIONAL CONFERENCE ON VIRTUAL WORLDS AND GAMES FOR SERIOUS APPLICATIONS (VS-GAMES), 2019, : 138 - 141
  • [8] Game-based learning using MANETs
    Vasiliou, Alexandros
    Economides, Anastasios A.
    [J]. PROCEEDINGS OF THE 4TH IASME/WSEAS INTERNATIONAL CONFERENCE ON ENGINEERING EDUCATION, 2007, : 154 - +
  • [9] GoDental!Enhancing flipped classroom experience with game-based learning
    Borit, Melania
    Stangvaltaite-Mouhat, Lina
    [J]. EUROPEAN JOURNAL OF DENTAL EDUCATION, 2020, 24 (04) : 763 - 772
  • [10] Combining Game-Based Learning and the Flipped Classroom: A Scoping Review
    Algayres, Muriel
    Triantafyllou, Evangelia
    [J]. PROCEEDINGS OF THE 13TH INTERNATIONAL CONFERENCE ON GAME BASED LEARNING (ECGBL 2019), 2019, : 823 - 831