
Assessment of a Business Gaming Practice in University based on the Attitude Modification
PROCEEDINGS
Takashi Tachino, Shoin University, Japan ; Yuuki Kato, Sagami Women’s University, Japan ; Shogo Kato, Tokyo Woman’s Christian University, Japan ; Noboru Wakayama, Faculty of Law, Teikyo University, Japan, Japan
EdMedia + Innovate Learning, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
In this paper, we introduce a game-based learning system, called "Price Game," using TCP/IP communication, in which multiple players can gain experience in decision-making for market price, the price at which a commodity or service is selling in the open market. To solve problems of inconvenience in business gaming education, this system does not require a server for data communication, instead using a client-to-client model. The system, which has been equipped with an accessible interface and menu system for students to operate very simply, will develop to enable students to practice at their own pace with instructors serving as guides throughout the learning process. The system is a synchronous environment which supports live interaction between students and teacher. This provides the motivation to learn decision-making to almost all students. This paper highlights the ensemble learning approach in business gaming implementation.
Citation
Tachino, T., Kato, Y., Kato, S. & Wakayama, N. (2014). Assessment of a Business Gaming Practice in University based on the Attitude Modification. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 1645-1650). Tampere, Finland: Association for the Advancement of Computing in Education (AACE). Retrieved May 22, 2022 from https://www.learntechlib.org/primary/p/147702/.
© 2014 Association for the Advancement of Computing in Education (AACE)
References
View References & Citations Map- Park, W. (2006) A Business Game for E-Learning. CIT 2006 Proceedings of the Sixth IEEE International Conference on Computer and Information Technology, pp.258-264.
- Tseng, C.C. (2009) Development of Business Game Simulator for Supporting Collaborative Problem-Based Learning. ICALT 2009 Ninth IEEE International Conference, pp.278-280.
- Tachino,T., Yokota,K., & Akimoto,K.(2012) Development and Verification of the Positive Effect on Price Game. Journal of Japan Information-Culturology Society Vol.19 No.2. Pp.26-34.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References