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

Published: 28 April 2023 Publication History

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.

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ICEEL '22: Proceedings of the 2022 6th International Conference on Education and E-Learning
November 2022
326 pages
ISBN:9781450398428
DOI:10.1145/3578837
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Published: 28 April 2023

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  1. business games
  2. empirical evidence
  3. innovative learning
  4. learning outcomes
  5. systematic literature review

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