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Assessment of a Business Gaming Practice in University based on the Attitude Modification
PROCEEDINGS

, Shoin University, Japan ; , Sagami Women’s University, Japan ; , Tokyo Woman’s Christian University, Japan ; , Faculty of Law, Teikyo University, Japan, Japan

EdMedia + Innovate Learning, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

In this paper, we introduce a game-based learning system, called "Price Game," using TCP/IP communication, in which multiple players can gain experience in decision-making for market price, the price at which a commodity or service is selling in the open market. To solve problems of inconvenience in business gaming education, this system does not require a server for data communication, instead using a client-to-client model. The system, which has been equipped with an accessible interface and menu system for students to operate very simply, will develop to enable students to practice at their own pace with instructors serving as guides throughout the learning process. The system is a synchronous environment which supports live interaction between students and teacher. This provides the motivation to learn decision-making to almost all students. This paper highlights the ensemble learning approach in business gaming implementation.

Citation

Tachino, T., Kato, Y., Kato, S. & Wakayama, N. (2014). Assessment of a Business Gaming Practice in University based on the Attitude Modification. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 1645-1650). Tampere, Finland: Association for the Advancement of Computing in Education (AACE). Retrieved October 19, 2019 from .

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