Building Simulation Game-Based Teaching Program for Secondary School Students
Marcin Wardaszko
Simulation & Gaming, 2016, vol. 47, issue 3, 287-303
Abstract:
Background. Business simulations are being played by a growing number of students. One potential scope for their implementation is the introduction of game-based programs at an early stage of the education ladder. Teaching programs with computer-aided simulations are new tools addressed to both secondary school teachers and students. Aim. This article describes a secondary school program supported by a business simulation ga me. The program was designed to teach students fundamental knowledge in the fields of economics and business . Methodology. The article gives insight into the design process and the final product of this teaching and learning program. Demand modeling, econometric decision modeling sample, insights into game scenario design , and the teaching program material offer a broad picture of the scope and nature of this project. Results and Recommendations. The project illustrates the process of educational game design in a setting of many limitations. Application of user-centered design and flow metho dologies was helpful in designing and implementing this game into a teaching program for secondary school students . The students benefit from an optimal experience owing to a goal-oriented, evolutionary model of demand and costs developed for the purpose of implementation of the project.
Keywords: curriculum design; demand modeling; digital game-based learning; experience-based learning; game design; user-centered design (search for similar items in EconPapers)
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:47:y:2016:i:3:p:287-303
DOI: 10.1177/1046878116635467
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