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Privas-Bréauté, Virginie – The EUROCALL Review, 2016
In this article, we shall examine why the creation of avatars in virtual worlds facilitates the learning of business English. We are committed to determining the factors that enable students in a French business school to consolidate their skills in English (from linguistic, socio-linguistic and pragmatic standpoints) and to develop more general…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Business English
Wang, Shwu-huey – British Journal of Educational Technology, 2012
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Descriptors: Marketing, Business Administration Education, Vignettes, Training Methods
Murphy, Marianne C.; Sharma, Aditya; Rosso, Mark – Information Systems Education Journal, 2012
Teaching office applications such as word processing, spreadsheet and presentation skills has been widely debated regarding its necessity, extent and delivery method. Training and Assessment applications such as MyITLab, SAM, etc. are popular tools for training students and are particularly useful in measuring Assurance of Learning (AOL)…
Descriptors: Office Occupations Education, Computer Assisted Instruction, Training Methods, Student Evaluation
Mathews, Shane; Andrews, Lynda; Luck, Edwina – Educational Research, 2012
Background: Integrating 3D virtual world technologies into educational subjects continues to draw the attention of educators and researchers alike. The focus of this study is the use of a virtual world, Second Life, in higher education teaching. In particular, it explores the potential of using a virtual world experience as a learning component…
Descriptors: Feedback (Response), Field Trips, Action Research, Marketing
Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Computers & Education, 2012
Previous studies on business simulation games (BSGs) have concluded that improved performance may not be the primary benefit of using BSGs, due to mixed results between student performance and perceptions. Two relevant and insightful issues attract our attention, namely, the impacts of the heterogeneous student population and the different…
Descriptors: Academic Achievement, Student Characteristics, Learning Motivation, Regression (Statistics)
Shannon, Patrick W.; Krumwiede, Kip R.; Street, Jeffrey N. – Journal of Management Education, 2010
Lean manufacturing, an outgrowth of the Toyota Production System, has spread far beyond the automobile industry and is seen by many leaders as a key management philosophy in the battle to compete on an international scale. Successful implementation of lean requires that managers and employees be educated in the proper application of lean tools and…
Descriptors: Computer Simulation, Computer Assisted Instruction, Experiential Learning, Teaching Methods
Gray, David M. – International Journal of Learning and Change, 2011
Capstone courses can create a space for students and educators to act as co-producers of desired learning outcomes which are directly relevant to the world of work. This study uses an auto-ethnographic case study approach to demonstrate how a mixed model learning approach evolved in a capstone marketing strategy unit in a marketing major at an…
Descriptors: Foreign Countries, Courses, Ethnography, Case Studies
Ncube, Lisa B. – Simulation & Gaming, 2010
This article discusses the functions and effectiveness of games and simulations in the learning processes, in particular as an experiential learning methodology. The application of the game Lemonade Tycoon in the development of lean manufacturing concepts is described. This article addresses the use of the game to teach the principles of lean…
Descriptors: Experiential Learning, Cooperative Learning, Learning Processes, Teaching Methods
Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects

Calantone, Roger J.; di Benedetto, C. Anthony – Journal of Education for Business, 1989
Student teams in a senior capstone course in marketing completed microcomputer simulation in which they developed six-month marketing plan for a new product. A procedure similar to Kelly's Role Repertory Test was applied to define the role that various information sources played in their decision-making process, a means of determining the amount…
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Simulation, Decision Making

Tonks, David; Armitage, S. – Journal of Computer Assisted Learning, 1997
Proposes a framework for understanding aspects of learning from computer-based management simulations based on research with MBA (Masters of Business Administration) students in three European business schools that identified students' perceptions of learning outcomes from experience using computer-based management simulations. Learning style and…
Descriptors: Administration, Business Administration Education, Cognitive Style, Computer Assisted Instruction
Using Computer Simulations of Negotiation for Educational and Research Purposes in Business Schools.

Conlon, Donald E. – Education and Computing, 1989
Discussion of educational and research advantages of using computer-based experimental simulations for the study of negotiation and dispute resolution in business schools focuses on two studies of undergraduates that used simulation exercises. The influence of time pressure on mediation is examined, and differences in student behavior are…
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Simulation, Conflict Resolution

Sharda, Ramesh; And Others – Simulation and Games, 1988
Description of WQM, a simulation game designed to introduce students to the water quality management function, emphasizes the decision-making process involved in various facets of business. The simulation model is described, computer support is explained, and issues in water resource management are discussed. (13 references) (LRW)
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Simulation, Decision Making Skills

Burgess, T. F. – Educational and Training Technology International, 1989
Illustrates some of the practical issues and problems connected with the design and use of computerized business games by describing three games which have been developed and operated by staff at Leeds Polytechnic Department of Business Management (United Kingdom). Sample input and output forms are included. (nine references) (LRW)
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Games, Computer Simulation
Campbell, Robert; Monson, David – Educational Technology, 1994
Explains goal-based scenario (GBS) learning environments. Topics discussed include defining educational requirements; characteristics of a GBS, including hardware and software; an example of a GBS currently in operation to teach client consulting skills, including user reactions; assessing learning; the use of simulation; and the roles of the…
Descriptors: Business Administration Education, Computer Assisted Instruction, Computer Simulation, Consultants
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