TY - JOUR
T1 - Aprender jugando
T2 - La utilización de simuladores empresariales en el aula universitaria
AU - Matute, Jorge
AU - Melero, Iguácel
N1 - Publisher Copyright:
© 2016, Universia Holding. All rights reserved.
PY - 2016
Y1 - 2016
N2 - In recent years, technological advances have paved the way for advances in education through the deployment of innovative teaching tools designed to improve the learning experience. Such active, experiential teaching/learning tools include business simulation games which aim to boost motivation, autonomous learning and learner-centered control of the learning process. The present study provides an analysis of the implantation of a college-level course designed around a business simulation game—with a special focus on the learning process as experienced by the learners themselves. To this end, the paper seeks to identify those factors which have a positive impact on the learning experience and contribute to learner satisfaction. More specifically, learner personality traits and attitude, the role emotions may play, facilitative learning conditions and learners’ intention to use business simulation games again in the future are analyzed. Our findings demonstrate that support from teachers, a high degree of learner motivation and perceived fun will have a particularly positive impact on the opinion learners hold of this innovative teaching/learning tool.
AB - In recent years, technological advances have paved the way for advances in education through the deployment of innovative teaching tools designed to improve the learning experience. Such active, experiential teaching/learning tools include business simulation games which aim to boost motivation, autonomous learning and learner-centered control of the learning process. The present study provides an analysis of the implantation of a college-level course designed around a business simulation game—with a special focus on the learning process as experienced by the learners themselves. To this end, the paper seeks to identify those factors which have a positive impact on the learning experience and contribute to learner satisfaction. More specifically, learner personality traits and attitude, the role emotions may play, facilitative learning conditions and learners’ intention to use business simulation games again in the future are analyzed. Our findings demonstrate that support from teachers, a high degree of learner motivation and perceived fun will have a particularly positive impact on the opinion learners hold of this innovative teaching/learning tool.
KW - Education
KW - Fun
KW - Interactive learning environments
KW - Intrinsic motivation
KW - Simulation games
UR - http://www.scopus.com/inward/record.url?scp=84990932192&partnerID=8YFLogxK
U2 - 10.3232/UBR.2016.V13.N3.03
DO - 10.3232/UBR.2016.V13.N3.03
M3 - Articulo de revisión
AN - SCOPUS:84990932192
SN - 1698-5117
VL - 2016
SP - 72
EP - 111
JO - Universia Business Review
JF - Universia Business Review
IS - 51
ER -