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Simulation decision games and effectiveness of their use for higher education – theoretical view

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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The article presents the essence, characteristics and types of simulation decision games, as well as the effectiveness of their use in academic conditions in the theoretical context. Design/methodology/approach: The article is based of analysis of research results published in national and world publications. Findings: The didactic process carried out at universities with the use of direct forms of teaching can be supported by additional tools, including simulation decision games, because it brings many benefits in different areas. By playing we are able to learn many issues in a natural way, to refer to the mechanisms of the organization's functioning, and to use – sometimes dormant – soft competences of game participants. Research limitations/implications: It is advisable to carry out further scientific research in the field of using simulation games due to the fact that they are increasingly used as a tool to support the process of practical learning. Despite its popularity, the assessment of the effectiveness of using simulation games as an educational or training tool is still unclear. Social implications: Game-based learning (GBL) is used not only in higher education (especially in a wide range of economic and management disciplines, such as: marketing, economics, international business, project management, strategic management or human resources management), but also in other fields, including: army, education, advertising, trade, medicine and employee training. Originality/value: The work is theoretical. However, the problem raised in the article, in the context of new challenges posed by teachers in the teaching process, is an inspiring introduction to further research.
Rocznik
Tom
Strony
657--666
Opis fizyczny
Bibliogr. 28 poz.
Twórcy
autor
  • University of Life Sciences in Lublin, Department of Power Engineering and Transportation, Subdepartment of Logistics and Business Management
  • University of Life Sciences in Lublin, Department of Power Engineering and Transportation, Subdepartment of Logistics and Business Management
  • University of Life Sciences in Lublin, Department of Food Engineering and Machinery
Bibliografia
  • 1. Abt, C.C. (1971). Serious Games. New York: Viking.
  • 2. Ariffin, M.M., Oxley, A., Sulaiman, S. (2014). Evaluating Game-Based Learning Effectiveness in Higher Education. Procedia – Social and Behavioral Sciences, 123, 20-27, Doi: 10.1016/j.sbspro.2014.01.1393.
  • 3. Armstrong, R.H.R., and Hobson, M. (1974). Where All Els Fails – An Approach to Defining the Possible Uses of Gaming-simulation in the Decision-making Process. Simulation and Gaming. Proceedings of the 12th Annual Symposium National Gaming Council and the 4th Annual Conference International Simulation and Gaming Association, 204-217.
  • 4. Babb, E.M., Leslie, M.A., Van Slyke, M.D. (1966). The Potential of Business-Gaming Methods in Research. Journal of Business, 39, 465-472.
  • 5. Balcerak, A., and Pełech, A. (2000). Concepts and definitions for simulation nanomodelling. In: Simulation of Economic Systems (pp. 9-23). Warszawa: Kozminski University & Wrocław University of Science and Technology [in Polish].
  • 6. Ben-Zvi, T. (2010). The efficacy of business simulation games in creating decision support systems: An experimental investigation. Decision Support Systems, 49(1), 61-69. Doi: 10.1016/j.dss.2010.01.002.
  • 7. Bielaczyc, K., and Collins, A. (1999). Learning Communities in Classrooms: A Reconceptualization of Educational Practice. In C. M. Reigeluth (Ed.), Instructional Design Theories and Models: A New Paradigm of Instructional Theory, Vol. II. Mahwah N.J.: Lawrence Erlbaum Associates.
  • 8. Buzzetto-More, N., & Mitchell, B. (2009). Student performance and perceptions in a web-based competitive computer simulation. Interdisciplinary Journal of E-Learning and Learning Objects, 5, 73-89. Doi: 10.28945/3353.
  • 9. Dorn, D.S. (1989). Simulation Games: One more tool on the Pedagogical Shelf. Teaching Sociology, 17, 1-18. Doi: 10.2307/1317920.
  • 10. Gredler, M.E. (2004). Games and simulations and their relationships to learning. H. Jonassen (Ed.), Handbook of research on educational communications and technology (pp. 571-582). Mahwah, NJ: Erlbaum.
  • 11. Kalinowski, M. (2016). Dilemmas of design and use of simulation games in employee development. Journal of Management and Finance, 14(1), 173-182.
  • 12. Keys, B., and Wolfe, J. (1990). The Role of Management Games and Simulations in Education and Research. Journal of Management, 16, 307-336.
  • 13. Lainema, T., and Lainema, K. (2007). Advancing acquisition of business know-how: Critical learning elements. Journal of Research on Technology in Education, 40(2), 183-198. Doi: 10.1080/15391523.2007.10782504.
  • 14. Larreche, J.-C. (1987). On Simulations in Business Education and Research. Journal of Business Research, 15, 559-571.
  • 15. Lean, J., Moizer, J., Towler, M., Abbey, C. (2006). Simulations and games. Active Learning in Higher Education. SAGE Publications, 7(3), 227-242. Doi: 10.1177/1469787406069056.
  • 16. Metera, A., Pańków, J., Wach, T. (1983). Theoretical and methodical issues of simulative management games. Warszawa: Institute of Organization, Management and Personnel Development [in Polish].
  • 17. Oblinger, D. (2006, August/September). Simulations, games and learning. Educause Review. Retrieved from https://er.educause.edu/articles/2006/1/games-and-learning, 26.03.2019.
  • 18. Oţoiu, C., and Oţoiu, G. (2012). Testing a simulation game as a potential teaching method for a master’s course in human resources management. Procedia-Social and Behavioral Sciences, 33, 845-849. Doi: 10.1016/j.sbspro.2012.01.241.
  • 19. Prensky, M. (2001). Digital Game-Based Learning. McGraw-Hill.
  • 20. Ruben, B.D. (1999). Simulations, Games, and Experience Based Learning: The Quest for a New Paradigm for Teaching and Learning. Simulation and Gaming, 30(4), 498-505. Doi: 10.1177/104687819903000409.
  • 21. Shaffer, D.W., Squire K.R., Halverson, R., Gee, J.P. (December 2004). Video Games and the Future of Learning. Retrieved from https://academiccolab.org/resources/gappspaper1.pdf, 26.03.2019.
  • 22. Sotomayor, T.M., & Proctor, M.D. (2009). Assessing Combat Medic Knowledge and Transfer Effects Resulting from Alternative Training Treatments. The Journal of Defense Modeling and Simulation: Applications, Methodology, Technology, 6(3), 121-134. Doi:10.1177/1548512909350170.
  • 23. Świtalski, W. (1977). Simulation games. In Application of simulation methods in the chemical industry (pp. 127-146). Warszawa: PTE [in Polish].
  • 24. Szewczak, K. (2015). Training and simulation games. Companion of trainer. N-Biznes Krzysztof Szewczak (The University of Life Sciences in Lublin has a license to use this publication) [in Polish].
  • 25. Tchatcher, D. (1986). Promotion Learning through Games and Simulations. Simulation Games for Learning, 16(4), 144-154.
  • 26. Walkowiak, M. (1981). Simulation decision games – comparison of selected definitions. Simulation of Economic Systems – Trzebieszowice’81 (pp. 203-209). Wrocław-Gliwice: TNOiK & Institute of Economics of the Chemical Industry [in Polish].
  • 27. Wawrzyńczyk-Kulik, M. (2013). Simulation game as a tool supporting the teaching process within the “Basics of entrepreneurship” subject. Zeszyty Naukowe WSEI, seria: Ekonomia, 6(1), 303-321.
  • 28. Wentzler, I., Chartier, D. (1999). Why Do We Bother with Games and Simulations: An Organizational Learning Perspective. Simulation & Gaming: An International Journal of Theory, Practice and Research, 30(3), 375-384. Doi: 10.1177/104687819903000315.
Typ dokumentu
Bibliografia
Identyfikator YADDA
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