Open Access Graduate Research Paper
Business education--Computer-assisted instruction; Business education--Simulation methods;
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.
Date of Award
Master of Arts
Department of Curriculum and Instruction
Leigh E. Zeitz
1 PDF file (42 pages)
©2012 Stacy Marcus
Marcus, Stacy, "Building 21st century business skills in high school business classrooms using digital games and simulations" (2012). Graduate Research Papers. 199.