Exploiting Simulation Games to Teach Business Program

Exploiting Simulation Games to Teach Business Program

Copyright: © 2024 |Pages: 23
DOI: 10.4018/979-8-3693-1022-9.ch007
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Abstract

The research goal was to present an organized overview of literature related to games-based learning as a tool for improving the excellence and distinctiveness of the teaching courses as a whole and, specifically, hotel management teaching, which provided the significance of problems within higher education. The research essentially sought out the most acceptable teaching resources on games-based application. The project's empirical evaluation based on the games assigned to business students at FPT university, together with their qualitative and quantitative surveys, produced incredibly significant results. The key study outcomes include the creation of an empirical structure that incorporates several findings and lays the platform for future, more in-depth research. Another significant breakthrough is the ongoing incorporation of various forms of gamified studying events into tourism and curricula for hotel administration. The implications suggest that the academic and actual worlds should be combined to make teaching and learning more fascinating, motivating, and successful.
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Introduction

Recent years have seen a great deal of change in society, particularly in education. Since they grew up with the internet, today's youth consume information very differently from their parents did. Universities have recognized that young people utilize all forms of multimedia to communicate and educate themselves (they can use their smartphones, tablets, or computers for hours at a time). Because of this, institutions are attempting to change with the times by incorporating cutting-edge educational techniques (Janssen, Knoef, & Lazonder, 2019). These modern tools improve communication between professor and student. They also let students feel at ease with tools they are already familiar with. Traditional classes demotivate them, and they pay little attention to the things the instructor says. This is one of the primary reasons why instructors use new technologies into the classroom. However, these technological developments must be reviewed because the experience of students and lecturers is frequently not the same (Hofer, Nistor, & Scheibenzuber, 2021).

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