2021
DOI: 10.1177/1052562920987591
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Innovation Through Developing a Total Enterprise Computer Simulation: Teaching Responsible Decision Making

Abstract: The increasingly interconnected and complex business environment demands business executives to be equipped with highly developed cross-functional skills and the capacity to integrate responsible decision making in business. To develop students with these attributes, the business higher education sector is expected to employ teaching and learning techniques that produce graduates with the ability and capacity for managing businesses responsibly. However the traditional, linear thinking embedded in current busi… Show more

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Cited by 3 publications
(1 citation statement)
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References 32 publications
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“…Schöbel et al, 2021), and student interest usually ends after they have completed the games (Folmar, 2015). In-class experiential exercises (e.g., Trinh, 2022a) and business simulation games (e.g., Gibbons et al, 2022) are examples of game-based learning. In contrast, gamification uses game elements in educational settings, such as points, badges, and leaderboards (Vesa & Harviainen, 2019), to create a playful atmosphere conducive to learning (Deterding, 2012; Landers et al, 2018) and to generate long-lasting motivation and engagement among learners (Folmar, 2015; Simões et al, 2013).…”
Section: Introductionmentioning
confidence: 99%
“…Schöbel et al, 2021), and student interest usually ends after they have completed the games (Folmar, 2015). In-class experiential exercises (e.g., Trinh, 2022a) and business simulation games (e.g., Gibbons et al, 2022) are examples of game-based learning. In contrast, gamification uses game elements in educational settings, such as points, badges, and leaderboards (Vesa & Harviainen, 2019), to create a playful atmosphere conducive to learning (Deterding, 2012; Landers et al, 2018) and to generate long-lasting motivation and engagement among learners (Folmar, 2015; Simões et al, 2013).…”
Section: Introductionmentioning
confidence: 99%