Exploring and Upgrading the Educational Business-Game Taxonomy Andrej Jerman Bla?ič, Borka D?onova Jerman Bla?ič - 2015


Support : Références scientifiques
Author(s) : Andrej Jerman Bla?ič, Borka D?onova Jerman Bla?ič
Editor : Journal of Educational Computing Research
Date : 2015
Lang : Lang


This article explores existing attempts to design a comprehensive and complex taxonomy framework for an educational business game intended to categorize and evaluate various properties. The identified missing elements in the current proposed taxonomies were used as a starting point for the design of a new category that addresses the game’s educational properties. The content of the proposed taxonomy category is presented and the properties selected are explained with regard to their merit in achieving the learning outcomes. The usability of the new category is illustrated with an assessment of two use cases, that is, simulation games taken from the area of project management. The results obtained with a survey and a teacher’s and student’s evaluation are presented and discussed.


References (2):


Djaouti, D., Alvarez, J. & Jessel, J. P. (2010). Can game 2.0 help design serious games? A comparative study. Proceedings of the 5th ACM SIGGRAPH symposium on video-games, 11–18. New York, NY. doi:10.1145/1836135.1836137.


Djaouti, D., Alvarez, J., & Jessel, J. P. (2011). Classifying serious games: The G/P/S Model. In P. Felicia (Ed.), Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches (pp. 537–546). Hershey, PA: IGI Global. Retrieved from  



Keywords : Educational business game, Education, Business game, Edugame