Business Simulation Games: Effective Teaching Tools Or Window Dressing?

Main Article Content

John R. Tanner
Geoffrey Stewart
Michael W. Totaro
Melissa Hargrave

Keywords

Business Simulations, Gaming, Teaching, Undergraduate Business Students

Abstract

Business simulations serve as learning platforms that stimulate the gaming interest of students, that provide a structured learning environment, and that should help manage the time resources of faculty. Simulations appear to provide a context where students feel learning can take place. However, faculty perception of simulation research is lacking. This study focuses on perceptions of management and marketing faculty in U.S. business schools. Both groups perceive simulations as useful teaching tools for their undergraduate courses; however, neither group views simulations as offering learning opportunities that are superior to traditional methodologies, such as case studies, service learning, or in-class discussions.

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