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The effect of game-based learning as the experiential learning tool for business and accounting training: A study of Management Game
Authors:Satoshi Sugahara  David Lau
Affiliation:1. School of Business Administration, Kwansei Gakuin University, Nishinomiya-City, Japan;2. Graduate School of Business and Finance, Waseda University, Tokyo, Japan
Abstract:The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings show that MG is an effective GBL that addresses the five seminal factors of the Matsuo model. Further, the study sheds light on the optimal structure of the successful GBL that allows learners to effectively acquire knowledge and skills. Several implications of the study are discussed in the conclusion together with the limitations of the study.
Keywords:Active learning  experiential learning  Game-based learning  GBL
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