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Image of Non-Cognitive Factors and Learning within a Business Simulation

Electronic Resource

Non-Cognitive Factors and Learning within a Business Simulation

Kreitenweis, Tanja - Personal Name;

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Penilaian anda saat ini :  

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.


Availability
Inventory Code Barcode Call Number Location Status
2108000451EB0005200658.3 Kre nCentral Library (OPAC)Available
Detail Information
Series Title
Zukunftsfähige Unternehmensführung in Forschung und Praxis
Call Number
658.3 Kre n
Publisher
Wiesbaden : Springer Gabler Wiesbaden., 2021
Collation
xviii, 210p.:ill
Language
English
ISBN/ISSN
978-3-658-35553-1
Classification
658.3
Content Type
Ebook
Media Type
-
Carrier Type
online resource
Edition
1
Subject(s)
Human Resource Management
Specific Detail Info
-
Statement of Responsibility
BRF
Other version/related

No other version available

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  • Non-Cognitive Factors and Learning within a Business Simulation
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