A SYSTEMATIC REVIEW ON THE EFFECTIVENESS OF BUSINESS SIMULATION GAMES AND LEARNING PERFORMANCE

被引:0
|
作者
Capelo-Badillo, C. S. [1 ]
Hernandez-Lara, A. B. [1 ]
Serradell-Lopez, E. [2 ]
机构
[1] Univ Rovira & Virgili, Tarragona, Spain
[2] Univ Oberta Catalunya, Barcelona, Spain
关键词
Business simulation games; technology acceptance model (TAM); decision making; teamwork; motivation; learning performance; COMPUTER GAMES; EMPIRICAL-EVIDENCE; USER ACCEPTANCE; TECHNOLOGY; OUTCOMES; MODEL;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The traditional methods of teaching in management, although appropriate for the dissemination of fundamental knowledge, do not provide the optimal platform for students to practice decision-making as if they were running a real company. In the specific field of business management, business simulation games (BSG) are feasible learning tools to engage students in decision-making process through the application of strategies in a virtual environment. They can also improve their motivation to learn and their performance in the learning process. Therefore, business schools and institutions of higher education have been increasingly using BSG in recent years. Despite the positive influences associated to business simulation games, previous studies have concluded that improved student performance may not be the primary benefit of using these tools, due to mixed results regarding how to understand different constructs that define and affect the decisionmaking process, its comprehension and applicability to reality. To address these issues, it is important to understand the relationship between variables that shape the student profile and performance with BSG-facilitated learning. More specifically, the relationship between individual or team learning experiences and problem-solving strategies in BSG is still not clear in the literature. Within a broad scope focused on assessing learning performance, it is interesting to identify the model of relationships between learning motivation, student satisfaction and teamwork, as well as the perceived attractiveness and perception on the ease to use, due to their influences on learning performance. This study aims to identify the contributions of previous research in determining the different variables and components that configure technology acceptance models (TAM) over time, as well as the factors that influence teamwork. From this research, a holistic model emerges, which assesses learning performance and the student's intention to continue using BSG, to define the effectiveness of this learning tool.
引用
收藏
页码:10774 / 10780
页数:7
相关论文
共 50 条
  • [41] Use of business simulation video games as a complement to learning in the area of Organizational Engineering
    Garcia-Miranda, I
    Duran Heras, A.
    DIRECCION Y ORGANIZACION, 2020, 70 : 19 - 27
  • [42] Didactic video games for learning experimental sciences: a systematic review
    Palmeiro, Lizbeth Labanino
    Lorca-Marin, Antonio Alejandro
    De las Heras-Perez, Maria Angeles
    Campina-Lopez, Alejandro Carlos
    PROFESORADO-REVISTA DE CURRICULUM Y FORMACION DE PROFESORADO, 2024, 28 (02): : 201 - 222
  • [43] A Systematic Review on Open Educational Games for Programming Learning and Teaching
    da Silva, Josivan Pereira
    Silveira, Ismar Frango
    INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2020, 15 (09): : 156 - 172
  • [44] AI-driven adaptive learning for enhancing business intelligence simulation games
    Bharathi, G. P.
    Chandra, I.
    Prasada, Durga
    Sanagana, Rao
    Tummalachervu, Chaitanya Kanth
    Rao, Vuda Sreenivasa
    Neelima, S.
    ENTERTAINMENT COMPUTING, 2024, 50
  • [45] Success factors for serious games to enhance learning: a systematic review
    Ravyse, Werner Siegfried
    Blignaut, A. Seugnet
    Leendertz, Verona
    Woolner, Alex
    VIRTUAL REALITY, 2017, 21 (01) : 31 - 58
  • [46] Student interactions in online discussion forums: their perception on learning with business simulation games
    Beatriz Hernandez-Lara, Ana
    Serradell-Lopez, Enric
    BEHAVIOUR & INFORMATION TECHNOLOGY, 2018, 37 (04) : 419 - 429
  • [47] Risky business: an examination of drinking games in college settings and their impact: a systematic review
    de Santana, Guilherme Farias
    Florence, Luiza Larrubia Alvares
    Leopoldo, Kae
    Castaldelli-Maia, Joao Mauricio
    INTERNATIONAL REVIEW OF PSYCHIATRY, 2023, 35 (5-6) : 521 - 535
  • [48] Enhancing intelligence of business simulation games
    Bikovska, Jana
    Merkuryeva, Galina
    Grubbstrom, Robert W.
    20TH EUROPEAN CONFERENCE ON MODELLING AND SIMULATION ECMS 2006: MODELLING METHODOLOGIES AND SIMULATION: KEY TECHNOLOGIES IN ACADEMIA AND INDUSTRY, 2006, : 641 - +
  • [49] Performance Management in Horizontal Business Networks: A systematic review
    Bonatto, Franciele
    Martins de Resende, Luis Mauricio
    Betim, Leozenir Mendes
    Pereira, Rafael da Silva
    von Agner, Thompson
    IFAC PAPERSONLINE, 2015, 48 (03): : 1827 - 1833
  • [50] Digital Capabilities and Business Performance: A Systematic Literature Review
    Samsuden, Nurul S.
    Kohar, Umar H. A.
    Khatib, Saleh F. A.
    Abbas, Alhamzah F.
    SUSTAINABILITY, 2024, 16 (24)