Innovative learning and training approach in business-A systematic business games and literature review

Kun Fu, Yiwen Li, Yuan Yuan, Jun He
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Abstract

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.
商业中的创新学习与培训方法——系统的商业游戏与文献综述
在不同的背景下,严肃游戏被用作一种有效的、高度激励的教育工具。本文系统回顾了2005年至2019年关于商业游戏的教育研究,特别关注了商业电脑游戏对18岁或以上用户在学习成果和参与度方面的积极影响。一些研究证明了数字游戏的积极影响和学习结果的研究证据:知识获取和内容理解,各种学习结果,以及感知和认知技能。调查发现,PC是最受欢迎的游戏发布平台。模拟游戏是最常用的游戏类型,其次是网络游戏和角色扮演游戏。大多数研究采用调查设计,然后是准实验设计。研究中使用的测量方法以及使用数字游戏进行学习的发现和建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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