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Challenges of Business Simulation Games?A New Approach of Teaching Business Andrej Jerman Bla?ič, Franc Novak - 2015

Informations

Support : Références scientifiques
Auteur(s) : Andrej Jerman Bla?ič, Franc Novak
Editeur : Computer and Information Science » Information and Knowledge Engineering » "E-Learning - Instructional Design, Organizational Strategy and Management", book edited by Boyka Gradinarova, ISBN 978-953-51-2188-6, Published: October 21, 2015
Date : 2015
Langue : Langue


Description

Abstract: Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to increase visualisations and challenge the student creativity. They have the potential to significantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empowering and mediating learning business content. This chapter addresses the simulation business games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simulation games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks.
 
Références (1) :
 

Djaouti D, Alvarez J, Jessel JP. Can game 2.0 help design serious games? A comparative study, in Proceedings of the 5th ACM SIGGRAPH Symposium on video games, 2010; 11–18. Doi:10.1145/1836135.1836137. 



Mots-clés : Serious Games, Business Simulation Games, e-learning, Problem-Based Learning, Education