TY - GEN
T1 - Innovative learning and training approach in business-A systematic business games and literature review
AU - Fu, Kun
AU - Li, Yiwen
AU - Yuan, Yuan
AU - He, Jun
AU - Mai, Evelyn
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/11/21
Y1 - 2022/11/21
N2 - 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.
AB - 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.
KW - business games
KW - empirical evidence
KW - innovative learning
KW - learning outcomes
KW - systematic literature review
UR - http://www.scopus.com/inward/record.url?scp=85165941496&partnerID=8YFLogxK
U2 - 10.1145/3578837.3578845
DO - 10.1145/3578837.3578845
M3 - Conference Proceeding
AN - SCOPUS:85165941496
T3 - ACM International Conference Proceeding Series
SP - 50
EP - 58
BT - Proceedings of the 2022 6th International Conference on Education and E-Learning, ICEEL 2022
PB - Association for Computing Machinery
T2 - 6th International Conference on Education and E-Learning, ICEEL 2022
Y2 - 21 November 2022 through 23 November 2022
ER -