The paper contains four sections. The first part will provide background information to help understanding the focus of this paper by explaining firstly what simulation games are and how they are used in business education and training, as well as how they are supported by IT technologies. Moreover, the process of simulation gaming will also mentioned. In the second part, several classifications of learning outcomes will be introduced to provide additional information and set a framework for the later assessment of the instructional method. The third and the fourth part are the main sections of the paper. In these parts, correspondingly, arguments on the effectiveness and limitations of IT-based business simulation game will be mentioned, along with theoretical and empirical supports.
Table of contents
List of abbreviations
1 Introduction
2 What are IT-based business simulation games?
2.1 Simulation game
2.2 Application fields of simulation game
2.3 The business simulation gaming process
2.4 The influence of IT on business simulation game
3 What can be affected by IT-based business simulation games?
4 Why are IT-based business simulation games good?
4.1 Effectiveness on learning outcomes of participants
4.1.1 Affective outcomes
4.1.2 Skill-based outcomes
4.1.3 Cognitive outcomes
4.2 Effectiveness on other aspects of education and training
5. How can IT-based business simulation games fail?
5.1 Issues from the nature of simulation game
5.2 Issues during the gaming process
5.3 Issues regarding information technology
5.4 Learners’ personal issues
6. Discussion
Reference
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