2014
DOI: 10.1016/j.chb.2013.09.004
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Supporting Human Capital development with Serious Games: An analysis of three experiences

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Cited by 16 publications
(9 citation statements)
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“…Pellis and Pellis 2007). This significant body of literature has emphasized the positive influence of several dimensions of play on the development of important cognitive, emotional an social competences (Earp et al 2014;Granic et al 2014;Qian and Clark 2016). Despite the above encouraging evidence however, educational digital games haven't yet managed to achieve the widespread acceptance of their entertainment counterparts and oftentimes are approached by scholars and educators with skepticism (Miller et al 1999).…”
Section: Introductionmentioning
confidence: 99%
“…Pellis and Pellis 2007). This significant body of literature has emphasized the positive influence of several dimensions of play on the development of important cognitive, emotional an social competences (Earp et al 2014;Granic et al 2014;Qian and Clark 2016). Despite the above encouraging evidence however, educational digital games haven't yet managed to achieve the widespread acceptance of their entertainment counterparts and oftentimes are approached by scholars and educators with skepticism (Miller et al 1999).…”
Section: Introductionmentioning
confidence: 99%
“…The various rounds create knowledge based on the experience of actually doing the work, and participants face decisions where they have to take account of the commercial and ethical considerations that affect businesses (Garrick & Clegg, 2000). Business simulations are considered to be an excellent learning-by-doing-based tool that improves the Human Capital (Earp, Ott, Popescu, Romero, & Usart, 2014). They improve not only the knowledge, but also competences and skills needed to work effectively, above all when working as a team (Martín-Pérez, Martín-Cruz, Pérez-Santana, Hernangómez-Barahona, & Martín-Sierra, 2010).…”
Section: Theoretical Framework and Research Questionsmentioning
confidence: 99%
“…There is extensive literature related to the competencies [17] or capabilities [18] that can be developed and put into practice using business simulations [19][20][21] (in advance, we used the term competencies considered from the perspective of European Higher Education Area-EHEA, since the study was developed in this area). Studies such as those of Herrington and Herrington [22] and Herrington et al [23], based on the principles of authentic learning, affirm that having participants seek, understand, integrate, and apply the basic concepts of the subject dealt with, as well as related ones, managing to elaborate a diagnosis of information needs, and from this, build knowledge, is using technology as cognitive tools rather than for the dissemination of content and information.…”
Section: Business Simulations As a Pedagogical Toolmentioning
confidence: 99%