The effect of game-based learning as the experiential learning tool for business and accounting training: A study of Management Game

Satoshi Sugahara*, David Lau

*この研究の対応する著者

研究成果: Article査読

6 被引用数 (Scopus)

抄録

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.

本文言語English
ページ(範囲)297-305
ページ数9
ジャーナルJournal of Education for Business
94
5
DOI
出版ステータスPublished - 2019 7月 4

ASJC Scopus subject areas

  • 教育
  • ビジネス、管理および会計(その他)

フィンガープリント

「The effect of game-based learning as the experiential learning tool for business and accounting training: A study of Management Game」の研究トピックを掘り下げます。これらがまとまってユニークなフィンガープリントを構成します。

引用スタイル