The effect of game-based learning as the experiential learning tool for business and accounting training

A study of Management Game

Satoshi Sugahara, David Lau

Research output: Contribution to journalArticle

Abstract

The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings show that MG is an effective GBL that addresses the five seminal factors of the Matsuo model. Further, the study sheds light on the optimal structure of the successful GBL that allows learners to effectively acquire knowledge and skills. Several implications of the study are discussed in the conclusion together with the limitations of the study.

Original languageEnglish
JournalJournal of Education for Business
DOIs
Publication statusAccepted/In press - 2018 Jan 1

Fingerprint

management game
learning
Experiential learning
Management games
determinants

Keywords

  • Active learning
  • experiential learning
  • Game-based learning
  • GBL

ASJC Scopus subject areas

  • Education
  • Business, Management and Accounting (miscellaneous)

Cite this

@article{c067329197c142e9888da37fc48c39e7,
title = "The effect of game-based learning as the experiential learning tool for business and accounting training: A study of Management Game",
abstract = "The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings show that MG is an effective GBL that addresses the five seminal factors of the Matsuo model. Further, the study sheds light on the optimal structure of the successful GBL that allows learners to effectively acquire knowledge and skills. Several implications of the study are discussed in the conclusion together with the limitations of the study.",
keywords = "Active learning, experiential learning, Game-based learning, GBL",
author = "Satoshi Sugahara and David Lau",
year = "2018",
month = "1",
day = "1",
doi = "10.1080/08832323.2018.1527751",
language = "English",
journal = "Journal of Education for Business",
issn = "0883-2323",
publisher = "Sichuan Institute of Piezoelectric and Acoustooptic Technology",

}

TY - JOUR

T1 - The effect of game-based learning as the experiential learning tool for business and accounting training

T2 - A study of Management Game

AU - Sugahara, Satoshi

AU - Lau, David

PY - 2018/1/1

Y1 - 2018/1/1

N2 - The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings show that MG is an effective GBL that addresses the five seminal factors of the Matsuo model. Further, the study sheds light on the optimal structure of the successful GBL that allows learners to effectively acquire knowledge and skills. Several implications of the study are discussed in the conclusion together with the limitations of the study.

AB - The authors examine the determinants of the effective implementation of game-based learning (GBL) for experiential learning. They focus on the successful GBL initiative called Management Game (MG) and adopt the theory-driven deductive thematic analysis approach of Boyatzis along with the Matsuo model as theoretical rationale. Overall, the findings show that MG is an effective GBL that addresses the five seminal factors of the Matsuo model. Further, the study sheds light on the optimal structure of the successful GBL that allows learners to effectively acquire knowledge and skills. Several implications of the study are discussed in the conclusion together with the limitations of the study.

KW - Active learning

KW - experiential learning

KW - Game-based learning

KW - GBL

UR - http://www.scopus.com/inward/record.url?scp=85058153576&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85058153576&partnerID=8YFLogxK

U2 - 10.1080/08832323.2018.1527751

DO - 10.1080/08832323.2018.1527751

M3 - Article

JO - Journal of Education for Business

JF - Journal of Education for Business

SN - 0883-2323

ER -