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Titlebook: Non-Cognitive Factors and Learning within a Business Simulation; Tanja Kreitenweis Book 2021 The Editor(s) (if applicable) and The Author(

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发表于 2025-3-21 19:17:00 | 显示全部楼层 |阅读模式
书目名称Non-Cognitive Factors and Learning within a Business Simulation
编辑Tanja Kreitenweis
视频video
丛书名称Zukunftsfähige Unternehmensführung in Forschung und Praxis
图书封面Titlebook: Non-Cognitive Factors and Learning within a Business Simulation;  Tanja Kreitenweis Book 2021 The Editor(s) (if applicable) and The Author(
描述Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements depend largely on learners’ non-cognitive factor disposition. With the aim of combining the fields of serious games and non-cognitive factors, this research focuses on the use of a business simulation which conveys change management insights. Business simulations are a subset of serious games and are perceived as a non-traditional learning method..The objectives of this work are versatile: (1) developing a scale, which measures learners’ knowledge and skills increase gained from a business simulation, (2) investigating the effects of non-cognitive factors on learning in this business simulation environment and (3) exploring the moderating role of team preference in this type of learning setting. Using the newly developed scale, this work finds that learners‘ skills and knowledge states are more pronounced after playing the business simulation. .
出版日期Book 2021
关键词Serious games; Business simulation; Non-cognitive skills; Experiment; Experiential learning; Team prefere
版次1
doihttps://doi.org/10.1007/978-3-658-35553-1
isbn_softcover978-3-658-35552-4
isbn_ebook978-3-658-35553-1Series ISSN 2570-0219 Series E-ISSN 2570-0227
issn_series 2570-0219
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Fachmedien Wies
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发表于 2025-3-21 22:10:11 | 显示全部楼层
Non-Cognitive Factors and Learning within a Business Simulation978-3-658-35553-1Series ISSN 2570-0219 Series E-ISSN 2570-0227
发表于 2025-3-22 02:16:30 | 显示全部楼层
Results,In Chapter 5, the relationships between the non-cognitive factors (motivational aspects, openness, positive affect, grit and playfulness) and the skills and knowledge states after SysTeamsChange had been played, are investigated. Additionally, the variable team preference is included to explore its role as moderator.
发表于 2025-3-22 05:25:46 | 显示全部楼层
Introduction,o remain employable. Although access to knowledge has become easier, the scope and complexity of what is to be learned has greatly increased. As well, the changes in today’s social values also suggest that ways of learning need to change.
发表于 2025-3-22 09:38:54 | 显示全部楼层
Operationalizing Learning within a Business Simulation Setup, is of interest to what extent learners’ skills and knowledge change based on a serious game, the business simulation SysTeamsChange is presented first. In addition to the basic structure of the business simulation, the game board and other components are described.
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发表于 2025-3-22 19:46:54 | 显示全部楼层
Discussion of the Results,gression analysis is repeated and embedded in the existing literature. In the following Section 6.2, implications for educational institutions, primarily universities, are formulated and the extent to which companies can make use of the presented results is described.
发表于 2025-3-22 21:57:56 | 显示全部楼层
Zukunftsfähige Unternehmensführung in Forschung und Praxishttp://image.papertrans.cn/n/image/666865.jpg
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发表于 2025-3-23 09:27:40 | 显示全部楼层
Introduction,o remain employable. Although access to knowledge has become easier, the scope and complexity of what is to be learned has greatly increased. As well, the changes in today’s social values also suggest that ways of learning need to change.
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