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1.
The impact of serious games in economic and business education: a case of ERP business simulation
Tina Beranič, Marjan Heričko, 2022, izvirni znanstveni članek

Opis: Digitalisation nowadays impacts business environments significantly. Therefore, if higher education wants to educate students properly for a successful career path, the business and economics curriculum must be enriched with innovative teaching approaches covering actual topics, such as, for example, the implementation of the ERPsim business simulation, a representative of serious games. The ERPsim business simulation is based on SAP ERP, and is aimed at teaching ERP concepts. It covers different business processes, and allows students to learn using a hands-on approach, simulating real-life scenarios. The presented research focuses on using an ERPsim business simulation as the introduction to the course. The simulation was implemented to ease the introduction of ERP and IT concepts to the business and economic oriented students. Considering the positive effects of serious games and gamification, our research was formed and focused on knowledge acquisition and future student engagement. We researched whether participation in the introductory simulation results in significant knowledge gain and impacts students’ future course engagement. The data were gathered using a self-assessment questionnaire before and after an introductory simulation. The results were highly positive, confirming many positive aspects of business simulation, among others, significant knowledge increase in the domains of business process and ERP transactions, and in the domain of technical knowledge for SAP ERP. The results confirmed that the introductory simulation is appropriate for introducing ERP concepts to newcomers, and, nevertheless, confirmed the positive impact on their intent on future course engagement.
Ključne besede: business simulation, knowledge acquisition, course engagement, ERPsim, SAP, gamification
Objavljeno v DKUM: 17.08.2023; Ogledov: 231; Prenosov: 19
.pdf Celotno besedilo (337,46 KB)
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2.
Prednosti in pridobitve vpeljave igrifikacije pri poučevanju informatike
Alen Rajšp, 2018, magistrsko delo

Opis: Potreba po učinkovitejših, privlačnejših pristopih k poučevanju novih generacij študentov je v izobraževanju uveljavila rabo elementov igrifikacije. Z izvedbo sistematičnega pregleda literature smo ugotavljali uporabo in vplive igrifikacije na področju informatike. Večina študij je igrifikacijo dojela kot pozitiven dejavnik vpliva na motivacijo, zadovoljstvo in študijske rezultate udeležencev. Identificirali smo 26 orodij in 7 procesnih ogrodij, podpornih igrifikaciji. Delo predstavlja tudi študijo primera uvedbe orodja ERPsim, ki uporablja podporne in podpira uporabo tehnik igrifikacije v poučevanje predmeta Celovite informacijske rešitve. Tako študenti kot izvajalci predmeta uveden pristop ocenjujejo izrazito pozitivno.
Ključne besede: računalništvo in informatika, izobraževanje, poslovne informacijske rešitve, igrifikacija, simulacija poslovanja, ERPSim
Objavljeno v DKUM: 14.06.2018; Ogledov: 1082; Prenosov: 230
.pdf Celotno besedilo (2,13 MB)

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