Innovative learning and training approach in business-A systematic business games and literature review

Kun Fu, Yiwen Li, Yuan Yuan, Jun He, Evelyn Mai

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

Abstract

Serious games have been used as an effective and highly motivational educational tool in a different context. This paper reports a systematic review of educational research from 2005 to 2019 on business games, in particular, focused on the positive effects of computer games in business on users whose age is 18 or above in terms of learning outcomes and engagement. Several studies demonstrate the research evidence of positive impacts and learning outcomes of digital games: knowledge acquisition and content comprehension, various learning outcomes, and perceptual and cognitive skills. The review found evidence that PC was the most welcomed venue for delivering the games. The simulation was the most frequently applied genre, followed by an online game and role-playing. The majority of studies utilised survey designs followed by quasi-experimental designs. The measures used in the studies and the findings and recommendations for using digital games for learning.

Original languageEnglish
Title of host publicationProceedings of the 2022 6th International Conference on Education and E-Learning, ICEEL 2022
PublisherAssociation for Computing Machinery
Pages50-58
Number of pages9
ISBN (Electronic)9781450398428
DOIs
Publication statusPublished - 21 Nov 2022
Event6th International Conference on Education and E-Learning, ICEEL 2022 - Virtual, Online, Japan
Duration: 21 Nov 202223 Nov 2022

Publication series

NameACM International Conference Proceeding Series

Conference

Conference6th International Conference on Education and E-Learning, ICEEL 2022
Country/TerritoryJapan
CityVirtual, Online
Period21/11/2223/11/22

Keywords

  • business games
  • empirical evidence
  • innovative learning
  • learning outcomes
  • systematic literature review

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