Παρακαλώ χρησιμοποιήστε αυτό το αναγνωριστικό για να παραπέμψετε ή να δημιουργήσετε σύνδεσμο προς αυτό το τεκμήριο: https://ruomo.lib.uom.gr/handle/7000/1566
Πλήρης εγγραφή μεταδεδομένων
Πεδίο DCΤιμήΓλώσσα
dc.contributor.authorBoikou, Andromachi-
dc.contributor.authorEconomides, Anastasios A.-
dc.contributor.authorNikou, Stavros A.-
dc.date.accessioned2023-03-02T08:08:09Z-
dc.date.available2023-03-02T08:08:09Z-
dc.date.issued2022-
dc.identifier10.55612/s-5002-053-008en_US
dc.identifier.issn2283-2998en_US
dc.identifier.urihttps://doi.org/10.55612/s-5002-053-008en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/1566-
dc.description.abstractDespite the increasing use of simulation games in business education, only few studies have explored the cognitive processes that learners employ while playing the game, with quite controversial results about the students’ learning outcomes. The current study analyses the impact of a Business Simulation Game (BSG) on the cognitive processes related to the “Structure of the Observed Learning Outcome” (SOLO) taxonomy. Moreover, overall learning performance and perceived teamwork competency have been investigated. A quasi-experimental pre and post-test design was applied. Eighty (80) university students played a marketing simulation game to practise a business marketing plan. The results showed a significant improvement in the unistructural and extended abstract levels of the taxonomy after playing the game. There was no significant difference in the multi-structural level while the effect on the relational level was negative. Also, a strong, positive correlation between perceived teamwork competency and learning performance was found. Implications for instructional designers and educators are discussed.en_US
dc.language.isoenen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceInteraction Design and Architecture(s)en_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subjectFRASCATI::Social sciences::Educational sciencesen_US
dc.subjectFRASCATI::Engineering and technology::Electrical engineering, Electronic engineering, Information engineeringen_US
dc.subject.otherBusiness Simulation Gamesen_US
dc.subject.otherGame Based Learningen_US
dc.subject.otherMarketing Simulation Gameen_US
dc.subject.otherSOLO taxonomyen_US
dc.subject.otherTeam Competency.en_US
dc.titleBusiness simulation games: impact on SOLO taxonomy learning outcomes, learning performance and teamwork competencyen_US
dc.typeArticleen_US
dc.contributor.departmentΤμήμα Οικονομικών Επιστημώνen_US
local.identifier.issue53en_US
local.identifier.firstpage161en_US
local.identifier.lastpage175en_US
Εμφανίζεται στις Συλλογές: Τμήμα Οικονομικών Επιστημών

Αρχεία σε αυτό το Τεκμήριο:
Αρχείο Περιγραφή ΜέγεθοςΜορφότυπος 
2022_IxD&A_Business simulation games- impact on SOLO taxonomy learning outcomes, learning performance and teamwork competency.pdf776,96 kBAdobe PDFΠροβολή/Ανοιγμα


Αυτό το τεκμήριο προστατεύεται από Αδεια Creative Commons Creative Commons