2012
DOI: 10.1016/j.compedu.2012.06.003
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Effects of the heterogeneity of game complexity and user population in learning performance of business simulation games

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Cited by 22 publications
(18 citation statements)
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References 37 publications
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“…The results of the study suggest that combining both a blog and simulation were effective in the learning of the course and that students liked both the blog and simulation and learning in an interactive environment was important to almost all of the students (n = 37, 86%). This supports earlier studies that show having discussion (Tao et al, 2012) and a perception that a simulation is easy to use (Tao, et al, 2009), can enhance the leaners satisfaction in a course. When combining the use of a blog with a simulation, learning can be positively affected because the blog offers students a place to support their individual simulation learning within a classroom community, and it could lead to a perception that the game is attractive and easy to use by allowing discussion with other classmates on using the simulation.…”
Section: Discussionsupporting
confidence: 90%
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“…The results of the study suggest that combining both a blog and simulation were effective in the learning of the course and that students liked both the blog and simulation and learning in an interactive environment was important to almost all of the students (n = 37, 86%). This supports earlier studies that show having discussion (Tao et al, 2012) and a perception that a simulation is easy to use (Tao, et al, 2009), can enhance the leaners satisfaction in a course. When combining the use of a blog with a simulation, learning can be positively affected because the blog offers students a place to support their individual simulation learning within a classroom community, and it could lead to a perception that the game is attractive and easy to use by allowing discussion with other classmates on using the simulation.…”
Section: Discussionsupporting
confidence: 90%
“…In a research study by Faria and Wellington (2005), business gaming was found to be a relevant and meaningful teaching tool and a discipline specific based simulation, can be helpful in supporting the overall learning assurance process (Hall & Ko, 2006). Tao, et al (2012) found that students using a simulation in a business class continually improved their performance in the game when they had greater dynamics in group discussion. In another study, perceived ease of use in playing the game and attractiveness of the game played a critical role in determining the student satisfaction (Tao, Cheng, & Sun, 2009).…”
Section: Introductionmentioning
confidence: 97%
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“…Simulation games can be used to support the aim of business classes, which is to provide learners with an opportunity to acquire the skills and competencies they will need in their later careers (Pivec, 2007). Recently, the impact and value of simulation games are frequently investigated in the context of business and management education (e.g., Ben-Zvi, 2010; Lin & Tu, 2012; Lov, 2015; Tao, Cheng, & Sun, 2009; Tao, Yeh, & Hung, 2012). However, few studies have investigated why students are willing to reuse the games or not (e.g., Tao et al., 2009).…”
Section: Introductionmentioning
confidence: 99%
“…Apesar de todas essas considerações, Sauaia e Oliveira (2011) afirmam que a utilização de dados de empresas simuladas para testar métodos de análise de empresas e formas de classificá-las é possível e usual, pois tratam-se de empresas que operam no mesmo setor e que iniciam suas operações nas mesmas condições, se diferenciando ao longo da simulação. Ademais, é possível se ter acesso a todos os relatórios contábeis e as decisões tomadas para se chegar a esse resultado, possibilitando, caso seja desejado, uma análise mais completa sobre o que levou cada empresa a obter o resultado apresentado (Tao, Yeh & Chin, 2012).…”
Section: Jogos De Empresa Como Laboratórios De Pesquisaunclassified