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Non-cognitive factors and learning w...
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Kreitenweis, Tanja.
Non-cognitive factors and learning within a business simulation
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Non-cognitive factors and learning within a business simulationby Tanja Kreitenweis.
作者:
Kreitenweis, Tanja.
出版者:
Wiesbaden :Springer Fachmedien Wiesbaden :2021.
面頁冊數:
xviii, 210 p. :ill., digital ;24 cm.
Contained By:
Springer Nature eBook
標題:
BusinessComputer simulation.
電子資源:
https://doi.org/10.1007/978-3-658-35553-1
ISBN:
9783658355531$q(electronic bk.)
Non-cognitive factors and learning within a business simulation
Kreitenweis, Tanja.
Non-cognitive factors and learning within a business simulation
[electronic resource] /by Tanja Kreitenweis. - Wiesbaden :Springer Fachmedien Wiesbaden :2021. - xviii, 210 p. :ill., digital ;24 cm. - Zukunftsfahige Unternehmensfuhrung in Forschung und Praxis,2570-0227. - Zukunftsfahige Unternehmensfuhrung in Forschung und Praxis..
Introduction -- Theoretical Foundation -- Theoretical Foundation -- Preparation of the Empirical Analysis -- Relations between Non-Cognitive Skills and Learning -- Empirical Analysis of Non-Cognitive Skills in a Business Simulation Environment -- Results -- Discussion of the Results -- Conclusion.
Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements depend largely on learners' non-cognitive factor disposition. With the aim of combining the fields of serious games and non-cognitive factors, this research focuses on the use of a business simulation which conveys change management insights. Business simulations are a subset of serious games and are perceived as a non-traditional learning method. The objectives of this work are versatile: (1) developing a scale, which measures learners' knowledge and skills increase gained from a business simulation, (2) investigating the effects of non-cognitive factors on learning in this business simulation environment and (3) exploring the moderating role of team preference in this type of learning setting. Using the newly developed scale, this work finds that learners' skills and knowledge states are more pronounced after playing the business simulation. About the author Tanja Kreitenweis is responsible for digital transformation topics in HR at a service company. She was a research assistant at the Universitat der Bundeswehr Munchen from 2016 to 2020. During her doctorate, she conducted research in the areas of serious gaming, learning and leadership at the Faculty of Business Administration and the Rady School of Management at the University of California San Diego. At the same time, she accompanied and advised companies on matters of change management and communication.
Foreword in German.
ISBN: 9783658355531$q(electronic bk.)
Standard No.: 10.1007/978-3-658-35553-1doiSubjects--Topical Terms:
328897
Business
--Computer simulation.
LC Class. No.: HF5548.2 / .K74 2021
Dewey Class. No.: 650.0113
Non-cognitive factors and learning within a business simulation
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Introduction -- Theoretical Foundation -- Theoretical Foundation -- Preparation of the Empirical Analysis -- Relations between Non-Cognitive Skills and Learning -- Empirical Analysis of Non-Cognitive Skills in a Business Simulation Environment -- Results -- Discussion of the Results -- Conclusion.
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Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements depend largely on learners' non-cognitive factor disposition. With the aim of combining the fields of serious games and non-cognitive factors, this research focuses on the use of a business simulation which conveys change management insights. Business simulations are a subset of serious games and are perceived as a non-traditional learning method. The objectives of this work are versatile: (1) developing a scale, which measures learners' knowledge and skills increase gained from a business simulation, (2) investigating the effects of non-cognitive factors on learning in this business simulation environment and (3) exploring the moderating role of team preference in this type of learning setting. Using the newly developed scale, this work finds that learners' skills and knowledge states are more pronounced after playing the business simulation. About the author Tanja Kreitenweis is responsible for digital transformation topics in HR at a service company. She was a research assistant at the Universitat der Bundeswehr Munchen from 2016 to 2020. During her doctorate, she conducted research in the areas of serious gaming, learning and leadership at the Faculty of Business Administration and the Rady School of Management at the University of California San Diego. At the same time, she accompanied and advised companies on matters of change management and communication.
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