STUDIES IN SIMULATION AND GAMING
Online ISSN : 2434-0472
Print ISSN : 1345-1499
Invited Paper
Business Games and E-learning of Business Administration
Hiroaki SHIRAI
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JOURNAL FREE ACCESS

2007 Volume 17 Issue 2 Pages 69-76

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Abstract

Experiential learning is a method of teaching principles or facts to students not only through giving lectures but allowing students to perform some actions by themselves. Learning by doing is an effective means for various fields of education. Business games are powerful tools for learning business structures and principles by making decisions. The conventional approach to business gaming courses is to educate inexperienced students to understand the concepts of management, accounting, business processes, and/or the basic techniques for business analysis. In this paper, we discuss the technological feasibility of a multi-user based e-learning program for business games, which is designed based on learner-centered participatory education using the YBG (Yokohama Business Game). Going against restrictions of traditional business game class methods that can only be played in an onsite classroom at the same time and place, this type of program enables learners to play the game anytime and anywhere on the Internet. This thus provides people with a good educational advantage and creates learning opportunities according to individual needs. This program is granted by the Ministry of Education, Culture, Sports, Science and Technology, of Japan as a good modern practice.

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© 2007 Japan Association of Simulation & Gaming
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