CONIELECOMP 2012, 22nd International Conference on Electrical Communications and Computers 2012
DOI: 10.1109/conielecomp.2012.6189873
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Development of analytical abilities and collaborative learning assessment in undergraduate students through simulation games

Abstract: Business simulations have been used as effective educational environments that allow students to develop thinking and learning skills. Some of these environments have the characteristic of allowing geographical disperse teams to interact in an e-learning setting. The objective of this paper is to comparatively analyze the effect of this e-learning experience in the improvement of collaboration and analytical skills of the students who participate in the Carnegie Mellon business simulator in the UDLAP, comparin… Show more

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Cited by 2 publications
(3 citation statements)
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“…Nevertheless, one study indicates that the overall positive perception of students depends on the different forms of games (Riemer & Schader, 2015), namely, simulations promote a less positive effect compared to quizzes and adventures. Some other studies diverge further in their findings, indicating either neutral (Rajan et al, 2013;Strycker, 2016;Franciosi, 2016) or negative student attitudes towards the use of games Jiménez-Munguía & Luna-Reyes, 2012). Also, there are limited results on the effect of games on student self-efficacy, with one study demonstrating moderate post-training self-efficacy (Sitzmann, 2011).…”
Section: Discussionmentioning
confidence: 75%
See 1 more Smart Citation
“…Nevertheless, one study indicates that the overall positive perception of students depends on the different forms of games (Riemer & Schader, 2015), namely, simulations promote a less positive effect compared to quizzes and adventures. Some other studies diverge further in their findings, indicating either neutral (Rajan et al, 2013;Strycker, 2016;Franciosi, 2016) or negative student attitudes towards the use of games Jiménez-Munguía & Luna-Reyes, 2012). Also, there are limited results on the effect of games on student self-efficacy, with one study demonstrating moderate post-training self-efficacy (Sitzmann, 2011).…”
Section: Discussionmentioning
confidence: 75%
“…Shieh et al's (2010) mixed methodology research reveals that experimental groups show positive attitudes toward an innovative learning environment and outperform the control groups (in conventional classes). Some studies depict either neutral effects (Rajan et al, 2013;Beuk, 2015;Bolliger et al, 2015;Dankbaar et al, 2016;Strycker, 2016) or negative attitudes towards game use in the learning experience (Jiménez-Munguía & Luna-Reyes, 2012). Students experience more anxiety and boredom during conventional courses, which acts as an impediment to acquiring substantial problem-solving skills.…”
Section: Attitudes and Satisfactionmentioning
confidence: 99%
“…That is why studies are conducted on various topics, such as spectral analysis using LabVIEW [6] or some other simulations [7], which provide a better student preparation.…”
Section: Introductionmentioning
confidence: 99%