The paper contains four sections. The first part will provide background information to help understanding the focus of this paper by explaining firstly what simulation games are and how they are used in business education and training, as well as how they are supported by IT technologies. Moreover, the process of simulation gaming will also mentioned. In the second part, several classifications of learning outcomes will be introduced to provide additional information and set a framework for the later assessment of the instructional method. The third and the fourth part are the main sections of the paper. In these parts, correspondingly, arguments on the effectiveness and limitations of IT-based business simulation game will be mentioned, along with theoretical and empirical supports.
Inhaltsverzeichnis (Table of Contents)
- Introduction
- What are IT-based business simulation games?
- Simulation game
- Application fields of simulation game
- The business simulation gaming process
- The influence of IT on business simulation game
- What can be affected by IT-based business simulation games?
- Why are IT-based business simulation games good?
- Effectiveness on learning outcomes of participants
- Affective outcomes
- Skill-based outcomes
- Cognitive outcomes
- Effectiveness on other aspects of education and training
- How can IT-based business simulation games fail?
- Issues from the nature of simulation game
- Issues during the gaming process
- Issues regarding information technology
- Learners' personal issues
- Discussion
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
This paper aims to examine the effectiveness and limitations of IT-based business simulation games in education and training. It reviews existing literature to address the ongoing debate surrounding their effectiveness, providing a comprehensive explanation and analysis. The focus is specifically on IT-based business simulation games within the context of business informatics, informatics, and business economics.
- Defining IT-based business simulation games and their role in business education.
- Assessing the effectiveness of these games on various learning outcomes (affective, skill-based, and cognitive).
- Identifying potential limitations and challenges associated with the use of IT-based business simulation games.
- Analyzing the influence of IT on the design and implementation of business simulation games.
- Exploring the impact of these games on different aspects of education and training beyond learning outcomes.
Zusammenfassung der Kapitel (Chapter Summaries)
Introduction: This introductory chapter establishes the context for the paper by outlining the long history of simulation games and their increasing use in modern education. It highlights the ongoing debate surrounding their effectiveness, particularly in the field of business education, and introduces the paper's focus on IT-based business simulation games. The chapter sets the stage for a deeper dive into the effectiveness and limitations of this specific type of simulation game by framing it within the broader context of simulation gaming and its role in instructional methods.
What are IT-based business simulation games?: This chapter provides a comprehensive definition of IT-based business simulation games by breaking down the concepts of "simulation" and "game." It explores the relationship between these two concepts and how they combine to form simulation games, with specific emphasis on their use in business education and training. The chapter also explains the process of using business simulation games in a learning environment and details the crucial role of IT in supporting modern business simulation games, emphasizing the interplay between technology and pedagogical approach.
What can be affected by IT-based business simulation games?: This chapter would delve into the various aspects of learning and training impacted by IT-based business simulation games. It would discuss how these games influence participants' understanding of business concepts, problem-solving skills, decision-making processes, and teamwork abilities. The chapter might also analyze the potential effects on attitudes and perceptions toward business-related topics, exploring how the game mechanics shape the overall learning experience. This discussion would likely incorporate examples from existing research and literature.
Why are IT-based business simulation games good?: This chapter focuses on the positive aspects of using IT-based business simulation games in education and training. It would detail the effectiveness of these games in improving learning outcomes across affective, skill-based, and cognitive domains. Specific examples would illustrate how these games enhance participants' understanding, skills, and attitudes. Furthermore, it would explore the broader impact of these games on education and training, beyond just direct learning outcomes, potentially considering aspects like engagement, motivation, and collaboration.
How can IT-based business simulation games fail?: This chapter would explore the potential shortcomings and limitations of IT-based business simulation games. It would analyze the issues arising from the inherent nature of simulation games, potential problems that may occur during the gaming process, and challenges related to information technology. This could include technical issues, design flaws, or limitations in the game's ability to accurately model real-world business scenarios. The chapter would likely also discuss potential problems related to learner characteristics and their engagement with the game.
Schlüsselwörter (Keywords)
IT-based business simulation games, effectiveness, limitations, learning outcomes, education, training, simulation, game, cognitive outcomes, skill-based outcomes, affective outcomes, information technology, business informatics, business economics.
FAQ: A Comprehensive Language Preview of IT-Based Business Simulation Games
What is this document about?
This document provides a comprehensive overview of IT-based business simulation games, exploring their effectiveness and limitations in education and training. It examines their impact on various learning outcomes (affective, skill-based, and cognitive), analyzes potential challenges, and discusses their role within business informatics, informatics, and business economics.
What are IT-based business simulation games?
IT-based business simulation games combine the elements of simulation and game mechanics, leveraging information technology to create interactive learning environments. They are used in business education and training to allow participants to experience and learn from simulated business scenarios.
What are the key themes explored in this document?
The key themes include defining IT-based business simulation games, assessing their effectiveness on learning outcomes, identifying potential limitations and challenges, analyzing the influence of IT on their design and implementation, and exploring their broader impact on education and training beyond learning outcomes.
What are the different types of learning outcomes affected by these games?
The document discusses affective outcomes (attitudes and beliefs), skill-based outcomes (practical skills and abilities), and cognitive outcomes (knowledge and understanding) as being impacted by IT-based business simulation games.
What are the potential benefits of using IT-based business simulation games in education?
Benefits include improved learning outcomes across affective, skill-based, and cognitive domains. They enhance understanding, skills, and attitudes, and can increase engagement, motivation, and collaboration among learners.
What are the potential drawbacks or limitations of using these games?
Potential drawbacks include issues inherent in the nature of simulation games themselves, problems during the gaming process, challenges related to information technology (technical issues, design flaws), and limitations in accurately modeling real-world scenarios. Learner characteristics and engagement can also impact the success of the games.
What aspects of education and training are impacted beyond direct learning outcomes?
The impact extends to engagement, motivation, and collaboration among learners. The games can shape attitudes and perceptions toward business-related topics and influence problem-solving skills and decision-making processes.
What is the structure of the document?
The document includes an introduction, chapters defining IT-based business simulation games and exploring their effectiveness and limitations, a discussion section, and a concluding summary. It also features a detailed table of contents and a list of keywords.
What is the target audience of this document?
The target audience is likely academics and professionals interested in business education, training, and the application of technology in learning environments. The focus on business informatics, informatics, and business economics suggests a specialization within these fields.
Where can I find more information on this topic?
The document itself cites existing literature, which could be further investigated to learn more about the effectiveness and challenges of IT-based business simulation games. Further research using the keywords provided can also provide additional information.
- Citar trabajo
- Do Hai Dang Le (Autor), 2012, Effectiveness and limitations of IT-based business simulation games, Múnich, GRIN Verlag, https://www.grin.com/document/264695