Simulation and Gaming - 30th anniversary issue, part 3
Adding value to simulation/games through internet mediation: the medium and the message
Simulation and Gaming - Special issue: Simulation & gaming
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
A Simple Classification Model for Debriefing Simulation Games
Simulation and Gaming
A Review of Scholarship on Assessing Experiential Learning Effectiveness
Simulation and Gaming
Today's Business Simulation Industry
Simulation and Gaming
Digital Game-Based Learning
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Modes of learning in the use of a computer-based business simulation game
International Journal of Learning Technology
Business Simulations and Cognitive Learning
Simulation and Gaming
Developments in Business Gaming
Simulation and Gaming
Assessment in Simulation and Gaming
Simulation and Gaming
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
The impact of a simulation game on operations management education
Computers & Education
The values of college students in business simulation game: A means-end chain-approach
Computers & Education
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Hi-index | 0.07 |
This article investigates the relationships between various types of educational value generated by the Markstrat simulation game. Considering several theoretical models of experiential learning and the research framework proposed by previous studies, an educational value generation model is developed and validated, using primary data collected from 305 UK-based students. Four types of educational value are identified: experience generation, conceptual understanding, skills development, and affective evaluation. The application of structural equation modelling indicates several significant relationships: experience generation has a strong impact on conceptual understanding, and both of them have medium to high direct impacts on skills development. On the other hand, the participants' perception regarding the professional skills developed during the simulation game determines their affective evaluation of the Markstrat exercise. The model presented in this study is generalizable to other simulation games, and to other academic disciplines that implement the same experiential learning approach.