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An Evaluation Of Game Fiction-Enhanced Training: Using Narrative To Improve Trainee Reactions And Learning, Michael Beaumont Armstrong Oct 2015

An Evaluation Of Game Fiction-Enhanced Training: Using Narrative To Improve Trainee Reactions And Learning, Michael Beaumont Armstrong

Psychology Theses & Dissertations

Gamification is growing in popularity in instructional contexts like education and workplace training, but it is unclear which game elements are specifically conducive to improve learning outcomes. Narratives, which represent one way the game element “game fiction” is commonly implemented, have been used to improve learning outcomes over expository texts in the context of psycholinguistics, whereas the Technology-Enhanced Training Effectiveness Model (TETEM) proposes that certain individual differences impact the relationships between technology-enhanced training and learning outcomes. From this theoretical basis, this study gamified a training session with game fiction in order to improve reactions to training and learning over the …


Gamification To Engage Students In Higher Education, Jayarani Tan, Nachamma Sockalingam Sep 2015

Gamification To Engage Students In Higher Education, Jayarani Tan, Nachamma Sockalingam

Research Collection Lee Kong Chian School Of Business

According to the 2014 Horizon report, gamification is a significant development in higher education. Gamification refers to the application of gaming mechanics in non-gaming contexts such as education to increase participants’ engagement. Given that gamification in higher education is still nascent, there is a lack of literature on this. This paper attempts to narrow this gap by documenting the use of gamification in the teaching of a foundational course called “Leadership and Team Building (LTB)”, from the LKC School of Business at Singapore Management University. The objective of introducing gamification was to engage students in learning beyond the classroom, in …


Business Model Design Games: Rules And Procedures To Challenge Assumptions And Elicit Surprises, Sune Gudiksen Jan 2015

Business Model Design Games: Rules And Procedures To Challenge Assumptions And Elicit Surprises, Sune Gudiksen

CW Tsai

Previously well-established companies are currently struggling to secure profits, mainly due to the pressure from new communication technology-based business models. Because of this, the business model research field has flourished in recent years, but most of the applied approaches still rely on linear, rational conceptions and causal reasoning. Through three games and three business cases, it is argued that experimental game-like innovation activities can lead the way into another approach to business model development, called ‘business model design games’. This paper illustrates how the application of game rules and procedures can challenge business assumptions and evoke surprises that lead to …