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Applying constructivist approach to educational business games: Case REALGAME

Author

Listed:
  • Timo Lainema

    (Turku School of Economics and Business Administration, Finland)

  • Pekka Makkonen

    (University of Jyväskylä, Finland)

Abstract

Business organizations and their employees face ever-increasing complexity and accelerating changes. This brings along the need for training models that can transmit knowledge and skills needed in this kind of environment. Business process understanding is especially required. This article evaluates business games in the light of constructivism, a view of learning emphasizing the need to anchor training to everyday activities and concrete contexts, and introduces a new computer-based business game. The purpose of this construction is to give the business game participants a realistic view of business processes and thus enhance participant business process perception. The primary aim of the construction is to present business processes to game participants by providing a natural representation of the real world and a case-based learning environment that fosters reflective practice. Although this article does not explicitly describe a geographically distributed game case, it introduces a game construction based on Internet transmission protocol that can also be used in a distributed manner. But as such, the article argues for the use of techniques that support continuously processed and Internet-based gaming simulations.

Suggested Citation

  • Timo Lainema & Pekka Makkonen, 2003. "Applying constructivist approach to educational business games: Case REALGAME," Simulation & Gaming, , vol. 34(1), pages 131-149, March.
  • Handle: RePEc:sae:simgam:v:34:y:2003:i:1:p:131-149
    DOI: 10.1177/1046878102250601
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    References listed on IDEAS

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    1. Stephen Alessi, 2000. "Designing Educational Support in System-Dynamics-Based Interactive Learning Environments," Simulation & Gaming, , vol. 31(2), pages 178-196, June.
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    Cited by:

    1. Precha Thavikulwat, 2004. "The Architecture of Computerized Business Gaming Simulations," Simulation & Gaming, , vol. 35(2), pages 242-269, June.
    2. Lauri-Matti Palmunen & Elina Pelto & Anni Paalumäki & Timo Lainema, 2013. "Formation of Novice Business Students’ Mental Models Through Simulation Gaming," Simulation & Gaming, , vol. 44(6), pages 846-868, December.
    3. Silke Geithner & Daniela Menzel, 2016. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation," Simulation & Gaming, , vol. 47(2), pages 228-256, April.

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