Graduate Research Papers
Availability
Open Access Graduate Research Paper
Keywords
Business education--Computer-assisted instruction; Business education--Simulation methods;
Abstract
Digital games and simulations are often seen as fun activities to reward students but their potential is much greater. This literature review examined how integrating digital games and simulations into secondary business curriculum can help students build the skills needed for the 21st century workplace in an environment that is conducive to how they learn best. The effects of digital games and simulations on student motivation are also examined as well as how to assess student learning while using these tools. The information found came from peer-reviewed journals, books, and studies from the Web. Digital games and simulations have proven to have a positive effect when used in secondary classrooms. More research needs to be compiled on how to implement them successfully in the classroom.
Year of Submission
2012
Degree Name
Master of Arts
Department
Department of Curriculum and Instruction
First Advisor
Leigh E. Zeitz
Date Original
2012
Object Description
1 PDF file (42 pages)
Copyright
©2012 Stacy Marcus
Language
en
File Format
application/pdf
Recommended Citation
Marcus, Stacy, "Building 21st century business skills in high school business classrooms using digital games and simulations" (2012). Graduate Research Papers. 199.
https://scholarworks.uni.edu/grp/199
Included in
Curriculum and Instruction Commons, Secondary Education Commons, Vocational Education Commons
Comments
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