Teaching with business simulation games: Identifying and overcoming hurdles to adoption.

Tim Rogmans
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 Focus group participants expressed concerns over the suitability of existing BSG for their courses and the expected time required to identify, evaluate and prepare to teach with BSG. These factors made most focus group participants consider teaching with BSG as fraught with risk. In response, universities can encourage faculty to start using BSG in their teaching through the provision of resources, information and training, and through organizational adjustments such as incentives and flexibility to adjust course syllabi. A full range of measures is identified and the environmental contexts in which each one is likely to be effective are discussed. The individual levers that can bring about change have different environmental contexts in which they are likely to be effective.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.736","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Although the use of business simulation games (BSG) in higher education has grown steadily, there are still many instructors who have never taught with BSG and their use in several academic disciplines remains very low. Existing research has primarily used quantitative surveys to identify the hurdles that prevent faculty from teaching with BSG. This article uses a focus group methodology to further investigate the obstacles to using BSG and subsequently applies a change management framework to identify levers that can be used to promote the use of BSG. The obstacles to adoption are classified into categories of suitability, risk and resources. Focus group participants expressed concerns over the suitability of existing BSG for their courses and the expected time required to identify, evaluate and prepare to teach with BSG. These factors made most focus group participants consider teaching with BSG as fraught with risk. In response, universities can encourage faculty to start using BSG in their teaching through the provision of resources, information and training, and through organizational adjustments such as incentives and flexibility to adjust course syllabi. A full range of measures is identified and the environmental contexts in which each one is likely to be effective are discussed. The individual levers that can bring about change have different environmental contexts in which they are likely to be effective.
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商业模拟游戏教学:识别和克服采用障碍。
尽管商业模拟游戏(BSG)在高等教育中的应用稳步增长,但仍有许多教师从未使用过BSG进行教学,而且在一些学科中的应用仍然非常少。现有的研究主要使用定量调查来确定阻碍教师使用BSG教学的障碍。本文使用焦点小组方法来进一步调查使用BSG的障碍,并随后应用变更管理框架来确定可用于促进BSG使用的杠杆。采用的障碍分为适宜性、风险和资源三大类。 焦点小组的参与者对现有的BSG是否适合他们的课程以及确定、评估和准备使用BSG进行教学所需的预期时间表示关注。这些因素使得大多数焦点小组参与者认为使用BSG进行教学充满了风险。作为回应,大学可以通过提供资源、信息和培训,以及通过诸如激励和灵活调整课程大纲等组织调整,鼓励教师在教学中开始使用BSG。确定了一整套措施,并讨论了每一项措施可能有效的环境背景。能够带来变化的各个杠杆有不同的环境背景,它们可能在其中发挥作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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