The changing nature of business simulation/gaming research: a brief history
Simulation and Gaming
Will virtual education initiatives succeed?
Information Technology and Management
Business Games as Strategic Team-Learning Environments in Telecommunications
BT Technology Journal
Business Simulation Games: The Hong Kong Experience
Simulation and Gaming
A Survey of Simulation Game Users, Former-Users, and Never-Users
Simulation and Gaming
The Tobin q as a business game performance indicator
Simulation and Gaming
Supply chain simulator: A scenario-based educational tool to enhance student learning
Computers & Education
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Information problem solving by experts and novices: analysis of a complex cognitive skill
Computers in Human Behavior
Computers in Human Behavior
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In today's globalized environment, universities and business schools need to incorporate elements and tools to obtain high-performance capabilities. Curricular schooling can benefit from the usage of educational business games. We analyzed the evolution and performance of two group of students who have followed a business simulation during some academic semesters. Data from a questionnaire answered by 146 students were analysed and compared with the European Tuning Project competence ranking. The results showed that the level of generic and specific competences obtained using business games is quite high. Moreover, the study have found that the assessment of competences acquired by students with a business game is not the same in the case of on-campus students than in the case of online students, in most cases the online group values specific competences higher than the face-to-face group. Our results suggest that the use of business games and can be considered a useful tool to improve student's achievements and to foster a good level of competences.