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

1st ed. 2021

Book Details

Format Paperback / Softback
ISBN-10 3658355522
ISBN-13 9783658355524
Edition 1st ed. 2021
Publisher Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
Imprint Springer Gabler
Country of Manufacture GB
Country of Publication GB
Publication Date Oct 23rd, 2021
Print length 210 Pages
Ksh 16,200.00
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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. 
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. 


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