Active Learning and Gamified Business Simulation in the Training of Industrial Engineers
Igor Lopes Martínez (),
Armando Cuesta Santos (),
Gaby Neumann (),
José Alberto Vilalta Alonso (),
María Sonia Fleitas Triana () and
Beatriz Barrios Brito ()
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Igor Lopes Martínez: Technological University of Havana “José Antonio Echeverría” (CUJAE)
Armando Cuesta Santos: Technological University of Havana “José Antonio Echeverría” (CUJAE)
Gaby Neumann: Technical University of Applied Sciences Wildau (TH Wildau)
José Alberto Vilalta Alonso: Technological University of Havana “José Antonio Echeverría” (CUJAE)
María Sonia Fleitas Triana: Technological University of Havana “José Antonio Echeverría” (CUJAE)
Beatriz Barrios Brito: Technological University of Havana “José Antonio Echeverría” (CUJAE)
A chapter in Intangibles in the Knowledge Economy, 2025, pp 207-216 from Springer
Abstract:
Abstract Active learning is seen today as a competence to be achieved by employees to perform in the field of logistics and supply chain. Rapid technological advances and growing educational needs make innovations in teaching vital to engage and encourage academic audiences. This proposal highlights the effective use of business simulations as a cutting-edge tool for improving learning outcomes. The problem that has arisen in the training of industrial engineers is the need to overcome the lack of integration of subjects, disciplines, and content of the degree, achieving at the same time greater participation and protagonism of the student in the construction of knowledge, teamwork, motivation, commitment, critical thinking, and problem-solving skills. As a result, we obtain the characterization of Active Learning as a fundamental method together with the recurrence of business simulation with gamification, contrasting the “before” and “after” of the same group of students when applying Active Learning, involving a sequential “before-after” type experiment according to its logical structure.
Keywords: Experiential learning; Supply chain competencies; Game-based learning (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:spr:prbchp:978-3-031-86660-9_15
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DOI: 10.1007/978-3-031-86660-9_15
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