Teaching the Concepts of Servitization using a Serious Gaming Approach

Clemens Drieschner, Vinzenz Senftl, Markus A. Gruber, Magnus Schulte-Tigges, Kristopher Weber, M. Utesch, H. Krcmar
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引用次数: 1

Abstract

Businesses in every industry are affected by progressing globalization and intensifying competition. Firms’ leaders need skills to find new ways to create revenue and to evolve their business models continuously. Students should therefore be prepared to become tomorrow’s firm leaders with education on business concepts in business transformation. This paper aims to analyze the effectiveness of introducing high school students to the concept of servitization with the serious game SwipeBike@TUM. SwipeBike@TUM was developed to apply business transformations in a game atmosphere while still be appealing at the same time. Within the game, the player takes up the role of C-Level Management to transform a bicycle manufacturer into a service provider through several business stages. The overall learning process is described by learning objectives and covers theoretical and practical parts. The evaluation with 29 students showed that SwipeBike@TUM improved their knowledge and self-evaluation of business models and transformation. For research, we contribute by demonstrating that serious gaming is a suitable teaching approach.
用严肃的游戏方法教授服务化的概念
每个行业的企业都受到全球化进程和竞争加剧的影响。公司的领导者需要找到新的方法来创造收入,并不断发展他们的商业模式。因此,学生应该做好准备,通过商业转型中的商业概念教育,成为明天的坚定领导者。本文旨在分析利用严肃游戏SwipeBike@TUM向高中生引入服务化概念的有效性。SwipeBike@TUM是为了在游戏环境中应用业务转换而开发的,同时仍然具有吸引力。在游戏中,玩家扮演c级管理层的角色,通过几个商业阶段将自行车制造商转变为服务提供商。整个学习过程由学习目标描述,包括理论和实践部分。对29名学生的评估表明,SwipeBike@TUM提高了他们对商业模式和转型的认识和自我评价。对于研究,我们的贡献是证明严肃游戏是一种合适的教学方法。
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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