Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

Game-based Learning Across the DisciplinesBusiness Simulation Games: Three Cases from Supply Chain Management, Marketing, and Business Strategy

Game-based Learning Across the Disciplines: Business Simulation Games: Three Cases from Supply... [Various business education programs use games to train students in the practices they will be expected to apply in the real world. Historically, educators employed simulation games with high fidelity to create low threat, repeatable opportunities to learn. The purpose of this chapter is to explore some of the theoretical business concepts and models underpinning the use of educational games in business disciplines and explore how those are embedded in three business simulations as illuminative practice examples. These examples can help the reader better understand how the learning affordances of simulation games are used to support educational goals using their core rule sets, conflicts, and win/loss scenarios to provide learners with performance feedback in low-threat environments.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Game-based Learning Across the DisciplinesBusiness Simulation Games: Three Cases from Supply Chain Management, Marketing, and Business Strategy

Part of the Advances in Game-Based Learning Book Series
Editors: Aprea, Carmela; Ifenthaler, Dirk

Loading next page...
 
/lp/springer-journals/game-based-learning-across-the-disciplines-business-simulation-games-q4zOk3ocsD

References (37)

Publisher
Springer International Publishing
Copyright
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
ISBN
978-3-030-75141-8
Pages
89 –108
DOI
10.1007/978-3-030-75142-5_5
Publisher site
See Chapter on Publisher Site

Abstract

[Various business education programs use games to train students in the practices they will be expected to apply in the real world. Historically, educators employed simulation games with high fidelity to create low threat, repeatable opportunities to learn. The purpose of this chapter is to explore some of the theoretical business concepts and models underpinning the use of educational games in business disciplines and explore how those are embedded in three business simulations as illuminative practice examples. These examples can help the reader better understand how the learning affordances of simulation games are used to support educational goals using their core rule sets, conflicts, and win/loss scenarios to provide learners with performance feedback in low-threat environments.]

Published: Aug 3, 2021

Keywords: Business simulation games; Business education; Learning affordances; Learning transfer

There are no references for this article.