Measuring Virtual Team Performance via Team-based Learning in Serious Games
- DOI
- 10.2991/978-2-38476-196-8_7How to use a DOI?
- Keywords
- Virtual teams; e-Learning; Gaming
- Abstract
In the academic and professional spheres of today, virtual teams have become a popular method of collaboration, necessitating an efficient evaluation of team performance in these digital contexts. This study examines the effective- ness of team-based learning in a sophisticated simulation game for virtual teams called ERPSim. This research, which crosses disciplinary boundaries, assesses the effect of ERPSim on the performance and skill development of virtual team members by adopting the constructivism paradigm. The study evaluates partici- pants’ capacity for strategic decision-making, teamwork abilities, and ERP sys- tem knowledge using a pre-post-game assessment approach and found that there have been considerable improvements in all three main aspects. Additionally, the qualitative response highlights the virtual team environment's transformative potential for facilitating interdisciplinary learning and enhancing problem-solving skills. This study demonstrates the transformative potential of constructivist-in- spired team-based learning in serious games to improve virtual team performance and prepare students for the difficulties of the rapidly changing virtual workplace. The findings highlight the crucial significance of serious games in encouraging dynamic and collaborative learning experiences and offer insightful information on gauging virtual team effectiveness. This study allows reviewers to delve into the developing field of virtual team assessment, paving the way for fresh ideas to promote productive teamwork and get students ready for success in a globally connected digital environment.
- Copyright
- © 2023 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Faizuniza Mashood AU - Siti Fatimah Abdul Razak AU - Farah Izzati Yussof AU - Norishamsawati Ishak AU - Afizan Azman PY - 2024 DA - 2024/01/25 TI - Measuring Virtual Team Performance via Team-based Learning in Serious Games BT - Proceedings of the 4th International Conference on Communication, Language, Education and Social Sciences (CLESS 2023) PB - Atlantis Press SP - 68 EP - 78 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-196-8_7 DO - 10.2991/978-2-38476-196-8_7 ID - Mashood2024 ER -