Business Simulation Games: A Mini Literature Review

Author(s):  
Artun Tomatir
Author(s):  
Carina Aichinger ◽  
Mathew Docherty ◽  
David Kronawettleitner ◽  
Sandra Mühlböck

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.


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

2019 ◽  
Vol 9 (1) ◽  
pp. 19 ◽  
Author(s):  
Niluefer Deniz Faizan ◽  
Alexander Löffler ◽  
Robert Heininger ◽  
Matthias Utesch ◽  
Helmut Krcmar

As a current trend in teaching, simulation games play an active and important role in the area of technology-based education. Simulation games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a simulation game. In this study, we conduct a literature review to analyze evaluation methods for three phases of simulation games: pre-game, in-game, and post-game. Thirty-one peer-reviewed research papers met specified selection criteria and we classified them according to a di-dactic framework that illustrates four phases of running simulation games: Prepa-ration, Introduction, Interaction and Conclusion phase. Based on the results, we provide a concrete evaluation strategy that will be a guide to assess simulation games during all phases. This study contributes to theory by providing an over-view of evaluation methods for the assessment of simulation games within the different game phases. It contributes to practice by providing a concrete evalua-tion strategy that can be adapted and used to assess simulation games.


2018 ◽  
Vol 57 (1) ◽  
pp. 106-130 ◽  
Author(s):  
Salman Zulfiqar ◽  
Binesh Sarwar ◽  
Saira Aziz ◽  
Khurram Ejaz Chandia ◽  
Muhammad Kaleem Khan

Although research on entrepreneurial attitude and intention has received so much attention from scholars, only few studies have investigated the effect of value, usefulness, and pleasure associated with business simulation games, and how these values affect students’ attitude and intention toward entrepreneurial activities. In this study, Technology Acceptance Model and Theory of Planned Behavior have been used in combination to explore how these technological teaching methods influence the attitude and intentions of the students toward entrepreneurial activities. The results show that all hypotheses have been proven by stating significant and positive students’ attitude and intention toward entrepreneurial activities using business simulation games. But subjective norms did not contribute toward student intentions in this regard. It is concluded that people with high uncertainty avoidance are reluctant to take the risk; therefore, there is a need to change their attitude by implementing entrepreneurial ecosystem in society.


Author(s):  
Cristina Segovia-López ◽  
Gema Marín-Carrillo ◽  
Manuel Sánchez-Pérez ◽  
Elvira Sáez-González ◽  
Mª Ángeles Iniesta-Bonillo ◽  
...  

2018 ◽  
pp. 500-524
Author(s):  
Kimmo Oksanen ◽  
Timo Lainema ◽  
Raija Hämäläinen

This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game-based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners' socio-emotional processes and give rise to social interaction and to structure collaboration among the learners in the game context. The proposed framework of this chapter takes into account both cognitive and socio-emotional perspectives of learning. The results of the chapter will present a contemporary view on the roles of sociability, collaboration and engagement in game-based learning.


Author(s):  
Juliana Mulaa Namada ◽  
Paul Katuse ◽  
Francis Wamukota Wambalaba

The quest for mission-driven approaches in business education arises out of a deep concern for development and achievement of student centered outcomes. This chapter assesses these concerns by analyzing service leaning and practical cases. International education, diversity exposure, and cross-cultural engagements are analyzed in line with the extent of achieving service-learning outcomes. The analysis is done by examining the value added to business school learning models through these engagements. The discussions show that students and faculty benefit through critical thinking, tolerance to diverse cultures, and preparedness for global careers. The chapter ends with illustrative cases of global community service, global academic tours, business simulation games, and X-culture global challenge engagements by United States International University Africa.


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