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The application of management simulation and game teaching in Taiwan and Australia

The application of management simulation and game teaching in Taiwan and Australia Purpose – The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia. Design/methodology/approach – An online questionnaire was developed and sent to 2,500 professors in Australia and 1,500 professors in Taiwan. The paper reports the survey results and compares the findings with those existing in the literature. Some of the similarities and differences are also addressed in the paper. Findings – The study found that most of Australian and Taiwanese respondents expressed the need of a feedback system of games. In addition, most former and current users in these two countries think the web‐based games will replace the traditional ones. Originality/value – The originality of this paper is the survey of game application in Taiwan and Australia. Also, its main value is for practitioners to know what, how and when gaming and simulation can be used in classroom teaching. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png On the Horizon Emerald Publishing

The application of management simulation and game teaching in Taiwan and Australia

On the Horizon , Volume 17 (4): 11 – Sep 25, 2009

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References (22)

Publisher
Emerald Publishing
Copyright
Copyright © 2009 Emerald Group Publishing Limited. All rights reserved.
ISSN
1074-8121
DOI
10.1108/10748120910998326
Publisher site
See Article on Publisher Site

Abstract

Purpose – The purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia. Design/methodology/approach – An online questionnaire was developed and sent to 2,500 professors in Australia and 1,500 professors in Taiwan. The paper reports the survey results and compares the findings with those existing in the literature. Some of the similarities and differences are also addressed in the paper. Findings – The study found that most of Australian and Taiwanese respondents expressed the need of a feedback system of games. In addition, most former and current users in these two countries think the web‐based games will replace the traditional ones. Originality/value – The originality of this paper is the survey of game application in Taiwan and Australia. Also, its main value is for practitioners to know what, how and when gaming and simulation can be used in classroom teaching.

Journal

On the HorizonEmerald Publishing

Published: Sep 25, 2009

Keywords: Simulation; Indoor games; E‐learning; Project evaluation; Taiwan; Australia

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