2019
DOI: 10.1016/j.chb.2019.07.023
|View full text |Cite
|
Sign up to set email alerts
|

Students’ perception of the impact of competences on learning: An analysis with business simulations

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
16
0
3

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 29 publications
(19 citation statements)
references
References 42 publications
0
16
0
3
Order By: Relevance
“…However, there is no common, widely accepted research taxonomy or common methods to assess learning outcomes (Feinstein & Cannon, 2002; Gosenpud, 1990). Measuring the positive effects of using such games can be done in the following way: post-experience surveys of the students (Farrell, 2005; Lainema & Hilmola, 2005; Chang et al, 2009; Tao et al, 2009; Hernández-Lara et al, 2019; Buil et al, 2019), post-experience reports or essays written by the students (Siewiorek et al, 2012; Sai, 2017), post-experience interviews of the students (Lin and Tu, 2012), pre- and post-experience surveys of the students (Grimes & Willey, 1990; Tompson & Dass, 2000; Romme, 2003; Olhager & Persson, 2006; Cousens et al, 2009; Guillén-Nieto & Aleson-Carbonell, 2012; Hwang & Cruthirds, 2017), comparing the post-experience of the students with other teaching method experiences (Betts & Knaus, 2006; Cook & Swift, 2006; Kenworthy & Wong, 2005; Li et al, 2007; Arias-Aranda & Bustinza-Sánchez, 2009; Mitchell, 2004), measuring student satisfaction with the simulation course (Léger, 2006), mail surveys sent to Professors (Pongpanich et al, 2009; Liu et al, 2009; Chang, 2003), comparing students’ results, such as final scores or marks to those from traditional teaching method courses (Wellington & Faria, 1991; Tao et al, 2012), studying mistakes students made during the simulation game (Pasin & Giroux, 2011). …”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…However, there is no common, widely accepted research taxonomy or common methods to assess learning outcomes (Feinstein & Cannon, 2002; Gosenpud, 1990). Measuring the positive effects of using such games can be done in the following way: post-experience surveys of the students (Farrell, 2005; Lainema & Hilmola, 2005; Chang et al, 2009; Tao et al, 2009; Hernández-Lara et al, 2019; Buil et al, 2019), post-experience reports or essays written by the students (Siewiorek et al, 2012; Sai, 2017), post-experience interviews of the students (Lin and Tu, 2012), pre- and post-experience surveys of the students (Grimes & Willey, 1990; Tompson & Dass, 2000; Romme, 2003; Olhager & Persson, 2006; Cousens et al, 2009; Guillén-Nieto & Aleson-Carbonell, 2012; Hwang & Cruthirds, 2017), comparing the post-experience of the students with other teaching method experiences (Betts & Knaus, 2006; Cook & Swift, 2006; Kenworthy & Wong, 2005; Li et al, 2007; Arias-Aranda & Bustinza-Sánchez, 2009; Mitchell, 2004), measuring student satisfaction with the simulation course (Léger, 2006), mail surveys sent to Professors (Pongpanich et al, 2009; Liu et al, 2009; Chang, 2003), comparing students’ results, such as final scores or marks to those from traditional teaching method courses (Wellington & Faria, 1991; Tao et al, 2012), studying mistakes students made during the simulation game (Pasin & Giroux, 2011). …”
Section: Methodsmentioning
confidence: 99%
“…Researchers (Pérez & González, 2012; Romme, 2003; Farrel, 2005; Lin, et al 2018; Almeida, 2017; Hernández-Lara et al, 2019) indicate that simulations take a more pragmatic direction and make the student think about realities that occur in the business world - which allows the students to integrate knowledge in a single business exercise. The simulation game provides an interesting and participative learning environment and considered to be an effective learning tool.…”
Section: Introductionmentioning
confidence: 99%
“…В бизнес-симуляторах используют такие педагогические подходы как обучение на практике, обучение на ошибках и ролевые игры. Также возможно сочетание сразу несколько различных методов обучения [3].…”
Section: методы исследованияunclassified
“…В тоже время важно и творческое мышление, которое положительно сказывается на способности руководителей к более быстрой адаптации к незнакомой среде, способности выдвигать прорывные идеи и инновационные проекты, готовности идти на риск и принимать нестандартные решения [2]. ЭКОНОМИЧЕСКИЕ НАУКИ В условиях цифровой трансформации возрастает роль цифровых образовательных технологий и применение их в образовательном процессе, который становится всё более ориентированным на обучающихся и на развитие актуальных компетенций, востребованных цифровой экономикой [3]. Многие исследователи отмечают значительный рост предоставленных обучающимся возможностей для развития профессиональных компетенций, с которым связано изменение подходов, методов и технологий обучения.…”
Section: Introductionunclassified
“…Simulation role play is an artificially created life or problem situation that we reproduce, transferring the real life problem into the game activity [7,20,27], and today, it can be considered one of the main means of developing communication skills [17,19]. Various types of trainings and business games are the most productive forms of working with youth groups [16].…”
Section: Introductionmentioning
confidence: 99%