Meaningful learning in business through serious games
Tipus de documentArticle
Condicions d'accésAccés obert
Purpose: The requirements of a business executive include the talent and creativity to solve problems and adapt to continuous changes presented by the economic and social environment. However, the university does not often prepare students in these skills. Businesses simulations are didactic tools in which participants assume a role and make decisions which affect the results of the company. This paper aims to provide empirical evidence on the effectiveness of business simulations in university teaching. Design/methodology: We have implemented business simulations in a course in the College of Economics at the University of Valencia, during the 2015-2016 academic year. Questionnaires were used to collect the students’ opinions about this educational tool. Findings: Students are motivated and concentrated during all activities, which has promoted cooperation and/or competition. They therefore perceive these simulations as a useful tool to acquire skills, especially those linked to decision making, problem solving, and the analysis of business information. Research limitations/implications: No common theoretical framework exists in the literature for measuring the results of the learning. This study investigated the influence of three subjective variables. In this sense, future research could expand on the number of variables and include objective data. Practical implications: Improvement of the educational process. Social implications: Students receive a comprehensive education, including a set of social behaviors and cognitive, psychological and sensory skills, which enable them to respond successfully to new demands in the labor market. Originality/value: Much has been written about the usefulness of simulations in education, but there is little empirical evidence on the learning outcomes that result from their use.
CitacióUrquidi Martín, A. C.; Tamarit Aznar, C. Meaningful learning in business through serious games. "Intangible Capital", Octubre 2017, vol. 13, núm. 4, p. 805-823.