Business Education: Developing Professional Competences through Gaming
- DOI
- 10.2991/ermm-14.2014.81How to use a DOI?
- Keywords
- interdisciplinary real-time business game, a simulated business environment, learning outcomes
- Abstract
The new paradigm in education requires new attitudes and approaches to teaching and learning practices. There is a need for more interactive technologies which will put learners in the centre of attention. The aim of this paper is to study the impact of gaming on the learning process as well as learning outcomes in business education. Students are put in a simulated business environment through a real-time business game specially designed to help develop competences relevant to the world of work. The game is based on imitation of the future business processes of manufacturing bulldozers and supply chain management in a manufacturing company. Analysis of students' opinions in the form of interviews is carried out. Participants find the game challenging and exciting, Analysis of students' opinions reveals their increased motivation and involvement. The game helps develop business-related as well as entrepreneurial competences (goal setting, decision making, teamwork etc.) relevant to the world of work. Some disadvantages of the game are also revealed.
- Copyright
- © 2014, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Irina Sedelnikova AU - Natalya Emelyanova PY - 2014/01 DA - 2014/01 TI - Business Education: Developing Professional Competences through Gaming BT - Proceedings of the 2014 International Conference on Education Reform and Modern Management PB - Atlantis Press SP - 298 EP - 302 SN - 1951-6851 UR - https://doi.org/10.2991/ermm-14.2014.81 DO - 10.2991/ermm-14.2014.81 ID - Sedelnikova2014/01 ER -