Digital serious game to engage business students in active lectures : a pilot study
Year of publication: |
2023
|
---|---|
Authors: | Endress, Tobias ; Pussep, Anton ; Schief, Markus |
Subject: | Business education | Classroom technology | Decision-making | Experiential learning | Games | Online learning | Simulation game | Student learning | Studierende | Students | E-Learning | E-learning | Betriebswirtschaftsstudium | Graduate business education | Spieltheorie | Game theory | Computerspiel | Video game | Lernen | Learning | Wirtschaftsstudium | Graduate economics education | Planspiel | Business game | Lernprozess | Learning process | Lernmethode | Learning method | Simulation |
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