Present or Play

2015 ◽  
Vol 5 (2) ◽  
pp. 55-69 ◽  
Author(s):  
Tom van Dijk ◽  
Ton Spil ◽  
Sanne van der Burg ◽  
Ivo Wenzler ◽  
Simon Dalmolen

Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present an experiment that builds a foundation for proving that serious gaming is more effective than presentations in ensuring people demonstrate a specific set of behaviours within a training setting. The experiment involved addressing the same content a number of times by either holding a presentation or playing a serious game. Consequently, participants' behaviour was measured within a business simulation environment. Results demonstrate that experiencing failure is an important element of learning and that most learning occurs during a game debriefing when participants reflect on their experiences. The importance of learning elements like goal setting, feedback and challenge is demonstrated as well.

2020 ◽  
Vol 58 (8) ◽  
pp. 1562-1585
Author(s):  
Phillip E. Davis ◽  
Corey J. Fox ◽  
Jason D. DeBode ◽  
Lori T. Peterson

A key challenge for educators in business is to incorporate learning tools that mimic the uncertainty and complexity of the real business environment. However, recent advancements in technology have offered new tools that address this challenge. One such increasingly popular tool has been computer simulations. While the use of simulations has grown in business education, the research on simulations is quite nascent. This is especially true when it comes to understanding which factors lead students to perform better or worse in a business simulation environment. By integrating goal the orientation and generative learning literature, this study seeks to address this shortcoming in the existing literature. More specifically, we explore how student teams’ goal orientation affects their team’s performance in a simulation context. Results suggest Learn and Avoid Goal orientations are positively related to an objective performance metric (i.e., sales growth), while the Avoid Goal orientation is positively related to a subjective performance metric of team effectiveness. On the other hand, the Prove Goal orientation was negatively related to both metrics. The paper concludes with a discussion of the contributions and implications for both team development and pedagogical approaches to team support.


In this work, the researcher presents War Simulation through virtual reality. Through the work, the researcher tries to create a tactical war kind off a simulation that will not only be beneficial to train the military personnel but also combine with the Virtual Reality in order to give an experience that will help the Indian personnel to be trained in a better way. The researcher takes into account the simulation process that is being used throughout the world and follows the steps of various already constructed simulations with added advantages and upgrades. This work shall discuss the technical aspects of the construction of the simulation while also taking into account the amount that will be used in building the simulation. By combining the elements of a serious game and combine them with Virtual reality, the simulation provides a very immersive experience that will be used to help the soldiers in a more virtual way. While starting to create the simulation the researcher takes into account the various necessities that will be used to create the simulation. There will be different multiplayer aspects that will be used in this simulation. A detailed explanation will be provided for various topics.


2016 ◽  

A clear and insightful introduction to the world of business enterprise and the inner workings of the firm. It explores the role of entrepreneurs, consumers and businesses to understand how their roles affect the production and allocation of good and services and provides a solid base from which those new to the study of business can develop their own interests in relation to the most powerful economic and entrepreneurial forces shaping the world in which we live.


2017 ◽  
Vol 3 (2) ◽  
pp. 20
Author(s):  
Norlina Mohamed Noor ◽  
Raja Munirah Raja Mustapha

Knowledge and skills have become the most crucial resource capital which enables organizations to survive in the ever changing business environment. One of the common strategies for organizations to increase their performance and productivity is through training and the main role of human resource development is to fulfil the needs of the organizations by providing employees with up to date expertise, information, knowledge and skills. Since huge financial investments and enormous time are allocated for training, organizations hope that the training will lead to the desired workoutcomes. However, this does not always happen. There is only a small percentage of training programs which had successfully shown lasting transferability to the workplace and this indicates thatunderstanding and improving the training transfer process is still a major concern for training researchers and practitioners. As training transfer is influenced by several variables at different levels of analysis, this study attempts to investigate the relationship between training transfer determinants, the involvement of different stakeholders and training activities in the training process. Specifically, this study investigates the influence of training transfer determinants on goal setting amongst small businesswomen. In addition, it will emphasize the roles of primary stakeholders in the social networkat different times during the training process towards achieving training transfer. Therefore, the framework postulates social networks as a moderating variable in enhancing training transfer andgoal setting amongst small businesswomen. 


2018 ◽  
Vol 11 (2) ◽  
pp. 18-26 ◽  
Author(s):  
I. A. Strelkova

The paper examines various approaches to the definition of the term «digital economy» in the scientific and business environment along with factors and forms of its development in different countries taking into account the specifics of the current stage of the Russian economy, which is a matter of particular importance in seeking new sources of the world economy growth. The subject of the research is opportunities and threats inherent in the process of digitalization of economies and their impact on the operation of international and national markets as well as the development of the world economy as a whole. The purpose of the paper was to analyze the practical experience in the formation and development of the digital economy in foreign countries and Russia and identify the changes it brings to the activities of state institutions and business structures, established rules of market exchange, the process of promotion and use of innovations. All the above made it possible to determine the country-level specifics of the digital economy evolution reveal the contradictory nature of its manifestations and justify the necessity for active participation of the state in stimulation and support of potentially promising digital innovations in various sectors of the economy. It is concluded that the level of the digital economy development depends on the real-sector performance, the maturity of markets, the state of the national economy. It is highlighted that the criteria for a comprehensive assessment of the results of the economy digitalization must be developed.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Meysam Siyah Mansoory ◽  
Mohammad Rasool Khazaei ◽  
Seyyed Mohsen Azizi ◽  
Elham Niromand

Abstract Background New approaches to e-learning and the use of virtual reality technology and serious game in medical education are on the rise. Therefore, the purpose of this study was to compare the effectiveness of lecture method and virtual reality-based serious gaming (VRBSG) method on students learning outcomes about the approach to coma. Methods We adopted a randomized trial method for this study and selected 50 medical students dividing them into experimental and control groups. Students’ learning outcome was measured with a 10-item test. Serious game usability scale was used to evaluate the usability of the serious game. Descriptive and inferential statistics were used for data analysis by SPSS-22 software. Results Students’ familiarity with e-learning and VRBSG was low. The mean usability of a VRBSG was 126.78 ± 10.34 out of 150. The majority of students were eager to be instructed through VRBSG. The mean score of learning outcomes in the experimental group was significantly higher than the control group (t = − 2.457, P = 0.019). Conclusion Students’ learning outcomes in the VRBSG group in the test approach to coma were significantly better than the lecture group. The usability of the serious game instruction method was high. Taken together, instruction through VRBSG had an effective role in medical students’ learning.


2021 ◽  
Vol 72 (2) ◽  
pp. 91-96
Author(s):  
K. Askarbekova ◽  
◽  
Z. Kanayeva ◽  
O. Yaroshenko ◽  
◽  
...  

This article examines the essence of the research abilities of students formed in elective classes in biology as a category and factor of personal development. The content of the curriculum in biology is also considered, and activities aimed at achieving learning goals that are related to the development of skills are included. In modern secondary education of Kazakhstan, modernization processes successfully implemented in recent years, is carried out with the aim of its integration into the world educational space and approximation to international educational standards on the approval of standard rules of activity by types of general education organizations for the purposeful formation of research skills of students, which is determined at the legislative level "Research competence in the classification of A.V. Khutorsky is considered as an integral part of cognitive competence, which includes elements of methodological, supra-subject, logical activities, methods of organizing goal-setting, planning, analysis, reflection.


2021 ◽  
Vol 67 (2) ◽  
Author(s):  
K. Askarbekova ◽  

This article examines the essence of the research abilities of students formed in elective classes in biology as a category and factor of personal development. The content of the curriculum in biology is also considered, and activities aimed at achieving learning goals that are related to the development of skills are included. In modern secondary education of Kazakhstan, modernization processes successfully implemented in recent years, is carried out with the aim of its integration into the world educational space and approximation to international educational standards on the approval of standard rules of activity by types of general education organizations for the purposeful formation of research skills of students, which is determined at the legislative level "Research competence in the classification of A.V. Khutorsky is considered as an integral part of cognitive competence, which includes elements of methodological, supra-subject, logical activities, methods of organizing goal-setting, planning, analysis, reflection.


2016 ◽  
Vol 48 (33) ◽  
pp. 3088-3103 ◽  
Author(s):  
George Clarke ◽  
Yue Li ◽  
Lixin Colin Xu

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