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
Product Classification:
Personnel & human resources managementBusiness mathematics & systems
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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