Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Fidelity in the design of instructional simulations
Journal of Computer Based Instruction
Constructivism: teaching for understanding of the Internet
Communications of the ACM
Designing educational support in system-dynamics-based interactive learning environments
Simulation and Gaming
The Architecture of Computerized Business Gaming Simulations
Simulation and Gaming
An architecture for distributed simulation games
WSC '04 Proceedings of the 36th conference on Winter simulation
Controlling simulation games through rule-based scenarios
Proceedings of the 38th conference on Winter simulation
Supporting parametrization of business games for multiple educational settings
Proceedings of the 39th conference on Winter simulation: 40 years! The best is yet to come
Open system view applied in business simulation gaming
Advanced Technology for Learning
Measuring the perceived effectiveness of decision support systems and their impact on performance
Decision Support Systems
Effects of Playing a History-Simulation Game: Romance of Three Kingdoms
International Journal of Gaming and Computer-Mediated Simulations
Formation of Novice Business Students' Mental Models Through Simulation Gaming
Simulation and Gaming
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Business organizations and their employees face ever-increasing complexity and accelerating changes. This brings along the need for training models that can transmit knowledge and skills needed in this kind of environment. Business process understanding is especially required. This article evaluates business games in the light of constructivism, a view of learning emphasizing the need to anchor training to everyday activities and concrete contexts, and introduces a new computer-based business game. The purpose of this construction is to give the business game participants a realistic view of business processes and thus enhance participant business process perception. The primary aim of the construction is to present business processes to game participants by providing a natural representation of the real world and a case-based learning environment that fosters reflective practice. Although this article does not explicitly describe a geographically distributed game case, it introduces a game construction based on Internet transmission protocol that can also be used in a distributed manner. But as such, the article argues for the use of techniques that support continuously processed and Internet-based gaming simulations.