An Investigation into the Use of Computer-based Simulation Games for Learning and Teaching in Business Management Courses


Autoria(s): Loon, Mark
Data(s)

01/07/2014

Resumo

Computer-based simulation games (CSG) are a form of innovation in learning and teaching. CGS are used more pervasively in various ways such as a class activity (formative exercises) and as part of summative assessments (Leemkuil and De Jong, 2012; Zantow et al., 2005). This study investigates the current and potential use of CGS in Worcester Business School’s (WBS) Business Management undergraduate programmes. The initial survey of off-the-shelf simulation reveals that there are various categories of simulations, with each offering varying levels of complexity and learning opportunities depending on the field of study. The findings suggest that whilst there is marginal adoption of the use CSG in learning and teaching, there is significant opportunity to increase the use of CSG in enhancing learning and learner achievement, especially in Level 5 modules. The use of CSG is situational and its adoption should be undertaken on a case-by-case basis. WBS can play a major role by creating an environment that encourages and supports the use of CSG as well as other forms of innovative learning and teaching methods. Thus the key recommendation involves providing module teams further support in embedding and integrating CSG into their modules.

Formato

text

Identificador

http://eprints.worc.ac.uk/4617/1/Computer_Based_simulation_games_in_bm_Loon.pdf

Loon, Mark (2014) An Investigation into the Use of Computer-based Simulation Games for Learning and Teaching in Business Management Courses. Worcester Journal of Learning and Teaching (9). pp. 108-116. ISSN 2024-8032

Idioma(s)

en

Publicador

University of Worcester

Relação

http://eprints.worc.ac.uk/4617/

http://www.worc.ac.uk/edu/1124.htm

Palavras-Chave #LB2300 Higher Education #T Technology (General)
Tipo

Article

PeerReviewed