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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: 508; Prenosov: 219
.pdf Celotno besedilo (337,46 KB)
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2.
Quo vadis business simulation games in the 21st century?
Mirjana Pejić Bach, Tamara Ćurlin, Ana-Marija Stjepić, Maja Meško, 2023, pregledni znanstveni članek

Opis: Business simulation games have become popular in higher education and business environments. The paper aims to identify the primary research trends and topics of business simulation games research using a systematic and automated literature review with the motivation of research (learning driven and domain driven). Based on these findings, the future development of business simulation games research projected papers that research business simulation games were extracted from Scopus. Second, the research timeline, main publication venues and citation trends have been analysed. Third, the most frequent words, phrases, and topics were extracted using text mining. Results indicate that the research on business simulation games has stagnated, with the most cited papers published in the 2000s. There is a balance between learning-driven and domain driven-research, while technology-driven research is scarce, indicating that the technology used for business simulation games is mature. We project that the research on business simulation games needs to be directed in the area of new technologies that could improve communication with and among the users (virtual reality, augmented reality, simulation games) and technologies that could improve the reasoning and decision-making complexity in business simulation games (artificial intelligence).
Ključne besede: simulation games, digital education, knowledge management, business games
Objavljeno v DKUM: 02.08.2023; Ogledov: 605; Prenosov: 65
.pdf Celotno besedilo (4,43 MB)
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