12 research outputs found

    Student interactions in online discussion forums: their perception on learning with business simulation games

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    Digital technology offers new teaching methods with controversial results over learning. They allow students to develop a more active participation in their learning process although it does not always drive to unequivocal better learning outcomes. This study aims to offer additional evidence on the contribution of business simulation games to students' learning outcomes, considering student interactions in online discussion forums. We conducted a qualitative research with the online discussion forums of 5 different courses at bachelor and master levels, which involves 41 students' teams. The final sample was composed of 3681 messages posted by the students. The results reveal that some generic and specific managerial skills exert a positive influence on learning outcomes. Students mostly highlighted teamwork, decision-making, information processing, reaching agreements, and dealing with uncertainty as the most relevant contributions of the game towards their learning. These results have instructional and pedagogical implications for determining the best way to enhance students' motivation and learning outcomes when using digital technology methods, which involves recommendations that affect their design and monitoring

    Lecture method recoil: Effect of formatıve assessment and simulation activities on the learning outcomes of social studies students

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    Traditionally, teachers use the face-to-face method, but with the improvement of high technology, such as internet and video technology, there is the necessity to embrace innovative and studentcentred instructional methods. Furthermore, in every formal learning, achieving enduring quality in students’ learning outcome depends on well-conceived approaches to assessment that have both simulation and formative functions. For active learning to occur, the teaching style needs to be innovative. The study explored formative assessment and simulation activities effect on Social Studies students’ learning outcome. Quasi-experimental as a qualitative research method was employed. The Social Studies Learning Outcome Test (SSLOT) with 25 test items was the tool/instrument for data gathering with Upper Basic 8 students. The study results established that formative assessment had a significant statistical effect on learning outcome of students; simulation activities had a significant statistical effect on learning outcome of students. The study conclusion was that formative assessment/evaluation and simulation activities would advance students’ learning outcomes if used for social studies instructions/classrooms; if embraced, formative assessment and simulation activities can be successfully utilized within the regular class period to boost the students learning

    Do business games foster skills? A cross-cultural study from learners’ views

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    Purpose: This study seeks to analyse students’ perception of the effectiveness of business games as an e-learning method in management training. This analysis of games’ effectiveness is centred in the generic and managerial skills acquired, through the comparison of students’ opinions in different cultural contexts within Europe. Design/methodology: The analysis focuses on 120 management students at postgraduate level who use the same business game at different universities in five European countries: Spain, Ireland, Portugal, Italy and Germany. Findings: The results indicate that students positively assessed the generic and specific managerial skills fostered by the business game. The generic skills most valued were information and decision-making, and leadership. Regarding the specific skills, the most valued were management skills and the least valued, skills related to planning and the acquisition of theoretical knowledge. However, significant differences were found between students in different cultural contexts and education systems in the case of certain specific managerial skills. Practical implications: This finding suggests that the students’ perception of how a business game helps them acquire specific managerial skills is influenced by cultural aspects and previous exposure to experiential learning, which determine that the teachers’ role and the teaching process should be adapted to the students’ learning model. Originality/value: With this study, a better knowledge about the students’ perception of this e-learning method is obtained, not just considering a specific educational environment, but comparing opinions of students from different cultural contexts, which adds value to the analyses developed.Peer Reviewe

    Real World Learning: Simulation and Gaming

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    Simulations and games are being used across a variety of subject areas as a means to provide insight into real world situations within a classroom setting; they offer many of the benefits of real world learning but without some of the associated risks and costs. Lean, Moizer, Derham, Strachan and Bhuiyan aim to evaluate the role of simulations and games in real world learning. The nature of simulations and games is discussed with reference to a variety of examples in Higher Education. Their role in real world learning is evaluated with reference to the benefits and challenges of their use for teaching and learning in Higher Education. Three case studies from diverse subject contexts are reported to illustrate the use of simulations and games and some of the associated issues

    Developing future managers through business simulation gaming in the UK and Hong Kong: exploring the interplay between cognitive realism, decision-making and performance

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    PurposeThis paper investigates how individuals' decision-making approach and perceptions of a game's cognitive realism affect the performance of virtual businesses in a web-based simulation game.Design/methodology/approachSurvey data are collected from 274 business simulation game users and is analysed using the fsQCA technique.FindingsThe study identifies three alternative pathways to high and low performance in a business simulation game. Results indicate that a flexible decision-making approach exists in all high performance pathway solutions. Where a game is perceived to be realistic, a more focused decision-making approach is associated with high performance. However, where perceived cognitive realism is absent, a less focused experimental decision-making approach is employed, which increases the chances to achieve low performance. Finally, perceived cognitive realism and an experimental decision-making approach are found to be mutually exclusive for achieving high performance.Originality/valueWhilst the learning benefits of web-based simulation games are widely acknowledged, the complex interplay amongst factors affecting performance in games is under-researched. Limited research exists on how perceptions of a game's cognitive realism interact with user decision-making approaches to affect performance.</jats:sec

    Leadership Skills, Promoting Flow and Generating Profit: A Study of Millennial Managers Through Gamification

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    An increased number or organizations are shifting away from traditional hierarchical, command and control business strategies which focus solely on generating profit to focusing on both people and profit. In this study, Csíkszentmihályi’s flow state (1975/2000) is considered to correspond with the people side of the social enterprise model, where organizations focus on both people and profit. Csíkszentmihályi (1990) describes the flow experience as a mental state which occurs when a person is motivated and fully immersed in an activity, resulting in feelings of energized focus and profound enjoyment. The current study analyzed secondary data from 1,184 millennial managers that played FLIGBY, a business simulation gamifying various leadership skills, flow in the workplace, and related profita outcomes. The results demonstrated strong collinearity between the eight leadership skills of interest, resulting in the factor load of a new singular variable. The new variable was found to have a predictive relationship between promoting flow and generating profit

    Applied Pedagogies for Higher Education: Real World Learning and Innovation across the Curriculum

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    This open access book critiques real world learning across both the curriculum and extracurricular activities

    Applied Pedagogies for Higher Education

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    This open access book critiques real world learning across both the curriculum and extracurricular activities. Drawing on disciplines as diverse as business, health, fashion, sociology and geography, the editors and authors employ a cross-disciplinary approach to examine how this concept is being applied in higher education. Divided into three parts, the authors and contributors analyse broader applications of real world learning, student experience of practicing in a real world setting, and how learning strategies can be employed to engage students in real world learning. The editors and contributors provide up-to-date, cross-disciplinary and international insights into how real world learning could be integrated into the higher education curriculum to support effective, relevant and life-long learning for 21st century students

    Applied Pedagogies for Higher Education

    Get PDF
    This open access book critiques real world learning across both the curriculum and extracurricular activities. Drawing on disciplines as diverse as business, health, fashion, sociology and geography, the editors and authors employ a cross-disciplinary approach to examine how this concept is being applied in higher education. Divided into three parts, the authors and contributors analyse broader applications of real world learning, student experience of practicing in a real world setting, and how learning strategies can be employed to engage students in real world learning. The editors and contributors provide up-to-date, cross-disciplinary and international insights into how real world learning could be integrated into the higher education curriculum to support effective, relevant and life-long learning for 21st century students
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