scholarly journals A Review Of The Use Of Business Simulation To Enhance Students" Employability (WIP)

Keyword(s):  
10.28945/3602 ◽  
2016 ◽  
Vol 15 ◽  
pp. 593-609
Author(s):  
Hsun-Ming Lee ◽  
Ju Long ◽  
Lucian Visinescu

Developing Business Intelligence (BI) has been a top priority for enterprise executives in recent years. To meet these demands, universities need to prepare students to work with BI in enterprise settings. In this study, we considered a business simulator that offers students opportunities to apply BI and make top-management decisions in a system used by real-world professionals. The simulation-based instruction can be effective only if students are not discouraged by the difficulty of using the BI computer system and comprehending the complex BI subjects. Constructivist practices embedded in the business simulation are investigated to understand their potentials for helping the students to overcome the perceived difficulty. Consequently, it would enable instructors to more efficiently use the simulator by providing insights on its pedagogical practices. Our findings showed that the constructivist practices such as collaboration and subject integration positively influence active learning and meaningful learning respectively. In turn, both active learning and meaningful learning positively influence business intelligence motivational behavior. These findings can be further used to develop a robust learning environment in BI classes.


2019 ◽  
Vol 58 (2) ◽  
pp. 433-458 ◽  
Author(s):  
Yu-Yin Wang ◽  
Yi-Shun Wang ◽  
Shi-En Jian

Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students’ BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill this gap by exploring intention to use BSGs. Specifically, this study investigated the influence of performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and price value on behavioral intention to use BSGs. Data collected from 141 useful respondents were tested against the research model using partial least square approach. The results of this study indicated that behavioral intention to use BSGs was influenced by facilitating conditions, hedonic motivation, and price value. Unexpectedly, performance expectancy, effort expectancy, and social influence were not predictive of students’ behavioral intention to use BSGs. These findings enhanced our understanding of students’ BSG usage behavior and provided several important theoretical and practical implications for the application of BSG in the context of business and management education.


2021 ◽  
Vol 19 (2) ◽  
pp. 100460
Author(s):  
Lauri-Matti Palmunen ◽  
Timo Lainema ◽  
Elina Pelto

2013 ◽  
Vol 3 (1) ◽  
pp. 18-33 ◽  
Author(s):  
John A. Denholm ◽  
Aristidis Protopsaltis ◽  
Sara de Freitas

This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, “Winning Margin” Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from product design to project management. The games might be classified as Team-Based Mixed-Reality (TBMR) games. The games were conducted over the period October 2010 to May 2011and the questionnaires conducted during June 2011. The results, from a sample size of 80 of largely international students, indicated a clear ranking of emotions experienced when participating in the games with “Exciting” outweighing “Apprehensive”, “Bored” and Indifferent”. The majority of students indicated that both “their team winning” and “showing their personal competence” were important to them. However 70% said that working in teams was valuable in itself implying that team-working was a strong element in the conclusion that the games were of value. For all four games, over 60% said that conflict was valuable and over 75% said participating improved their “working in teams” skills. The value of feedback was rated highly, as was improved motivation. Over 60% said that the participation in the games was more useful than lectures on the same topic.


2020 ◽  
Author(s):  
Yu-Yin Wang ◽  
Yi-Shun Wang ◽  
Shi-En Jian

2021 ◽  
pp. 104687812110658
Author(s):  
Bindu Kulkarni ◽  
Ranjan Banerjee ◽  
Rajasekaran Raghunathan

Background Business simulation as an instructional tool helps in developing integrative thinking and decision making skills. It is being taught to audiences who differ considerably in age, work experience (learner characteristics) and learning styles. The use of simulations is likely to grow further with advancements in internet technology and the fact that simulations are very amenable to remote modes of instruction. Aim This study aims to assess how learner characteristics and learning styles impact business simulation performance. It further assesses the combined effect of learner characteristics and learning styles on performance in business simulations, we specifically consider the manner in which learning styles moderate the impact of learner characteristics (age) on simulation performance. Method The study was conducted with 605 students of full time MBA and executive MBA programs with age group varying from 21 years to 53 years. They were taught using the same business simulation by CAPSIM. The learning styles were measured using Felder-Solomon’s instrument ‘Index of learning style’. Regression analysis was conducted with predictor variables of learner characteristics and learning styles and outcome variable of simulation performance. The moderating effect of specific learning styles on learner characteristics was identified. Results The findings indicate that age is a significant predictor of simulation performance (younger, tech savvy students do better). Also, the use of reflective learning style enables better performance in business simulations. Older students are able to draw on experience and benefit more from reflective learning, for business simulations which involve integration across functions. Conclusion The study enhances our conceptual understanding of the factors enabling performance in business simulations and provides specific direction on how instructors must adapt facilitation approaches for different age groups of participants. Reflection is important for learning with business simulations; hence, the reflective learning style should be encouraged particularly among older students.


2011 ◽  
pp. 5-10
Author(s):  
Ali Anari ◽  
James W. Kolari

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