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BOARD GAMES AND SOCIAL INTERACTION – FASHION OR REAL PRIORITIES IN THE DIGITAL ERA?

Cătălina Radu and George Mateescu

Proceedings of the INTERNATIONAL MANAGEMENT CONFERENCE, 2018, vol. 12, issue 1, 358-366

Abstract: As teachers, our general goal is to improve the educational process, to increase knowledge and skills of our students and to increase their motivation to learn. One of the ways to obtain all these is through using board games as part of the experiential learning. This paper presents a series of results after using two board games – Pandemic and Power Grid Deluxe – with business students in The Bucharest University of Economic Studies, Romania. The main methods used are observation of the participants when playing the games, two questionnaires applied after these activities and the development of interview guide, which served as a basis for four group interviews. Our main idea as a conclusion of both our activities and of this paper is that board games and social interaction should be increasingly used in business higher education.

Keywords: business higher education; students; games; motivation; learning process (search for similar items in EconPapers)
Date: 2018
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Persistent link: https://EconPapers.repec.org/RePEc:rom:mancon:v:12:y:2018:i:1:p:358-366

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