Comparing student competences in a face-to-face and online business game

  • Authors:
  • íngels Fitó-Bertran;Ana Beatriz Hernández-Lara;Enric Serradell-López

  • Affiliations:
  • Business and Management Department, Open University of Catalonia, Av. Tibidabo, 39-43, 08035 Barcelona, Spain;Department of Business Management, Rovira i Virgili University, Av. Universitat, 1, 43204 Reus, Spain;Business and Management Department, Open University of Catalonia, Av. Tibidabo, 39-43, 08035 Barcelona, Spain

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2014

Quantified Score

Hi-index 0.00

Visualization

Abstract

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.