2022
DOI: 10.1108/jieb-04-2022-0025
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Digital serious game to engage business students in active lectures: a pilot study

Abstract: Purpose This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making). The simulation is designed to engage students, facilitate group work in teams and actively apply the knowledge from the lectures. Design/methodology/approach Qualitat… Show more

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