期刊名称:International Journal of Emerging Technologies in Learning (iJET)
印刷版ISSN:1863-0383
出版年度:2020
卷号:15
期号:23
页码:15-26
DOI:10.3991/ijet.v15i23.18789
出版社:Kassel University Press
摘要:Although the variety of computer-based games offered for strategic management, ease of use and the number of games available in the market has decreased due to multiple factors, it has also increased. Depending on the criterion of the objectively measured learning outcomes, various games that have been studied to date yield higher results than those obtained by case approach as an alternative teaching strategy. Very little research has been conducted on factors that facilitate play, leading to effective learning outcomes in a business gaming environment. The general purpose of this research is to determine the work conducted on Business Strategy Game (BSG) and Learning Strategic Management. This study was conducted using qualitative research method, document analysis and related content analysis, studying the keywords ‘Business Strategy Game and Learning Strategic Management’ in the Web of Science database, based on the analysis of the documents. The studies in the Web of Science database were analysed according to years, the Web of Science categories, the research area, country/types and writing languages. The analysis of the studies in the Web of Science database for BSG and learning strategic management emerged with the resulting content. A total of 39 studies were carried out and it was concluded that the most common transactions were made in 2019. However, the first study was conducted in 1995. In the literature review, the year 2019 has the most reads, which were mostly published articles. According to the Web of Science field type, it is concluded that there are studies mostly in the Education and Educational Research field and it was also concluded that 38 of these studies were written in English.
关键词:learning;technology;Business Strategy Game;Learning Strategic Management;Web of Science