NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Eder, Lauren B.; Antonucci, Yvonne L.; Monk, Ellen F. – Journal of Information Systems Education, 2019
The value of enterprise resource planning (ERP) systems to business organizations has long been recognized with their use being integrated into educational business curricula and training. ERPsim games incorporate live business simulations that enable students to learn about ERP concepts firsthand by working in teams and managing their own…
Descriptors: Learner Engagement, Teamwork, Group Dynamics, Business Administration Education
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Mark I. – Journal of Information Systems Education, 2018
Much interest exists in using Enterprise Resource Planning simulation (ERPsim) games to help students learn complex concepts involved in Enterprise Resource Planning (ERP) systems. However, little research has explored factors that contribute to team performance during an ERPsim game. The current study investigated teamwork as a contributor to…
Descriptors: Teaching Methods, Educational Games, Simulated Environment, Planning
Peer reviewed Peer reviewed
Direct linkDirect link
He, Wu; Kshirsagar, Ashish; Nwala, Alexander; Li, Yaohang – Journal of Information Systems Education, 2014
In recent years, there has been a significant increase in the demand from professionals in different areas for improving the curricula regarding information security. The use of authentic case studies in teaching information security offers the potential to effectively engage students in active learning. In this paper, the authors introduce the…
Descriptors: Information Security, Case Studies, Teaching Methods, Active Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Schiller, Shu Z. – Journal of Information Systems Education, 2009
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Descriptors: Student Attitudes, Learning Motivation, Virtual Classrooms, Teaching Methods