Assessment of a Business Gaming Practice in University based on the Attitude Modification

ID: 41613 Type: Brief Paper: Other
  1. Takashi Tachino, Shoin University, Japan
  2. Yuuki Kato, Sagami Women’s University, Japan
  3. Shogo Kato, Tokyo Woman’s Christian University, Japan
  4. Noboru Wakayama, Faculty of Law, Teikyo University, Japan, Japan

Wednesday, June 25 11:55 AM-12:15 PM Location: B3110 View on map

Presider: Rose Maria Belim Motter, Western State University of Parana - UNIOESTE, Brazil

Abstract: In this paper, we introduce a game-based learning system, called "Price Game," using TCP/IP communication, in which multiple players can gain experience in decision-making for market price, the price at which a commodity or service is selling in the open market. To solve problems of inconvenience in business gaming education, this system does not require a server for data communication, instead using a client-to-client model. The system, which has been equipped with an accessible interface and menu system for students to operate very simply, will develop to enable students to practice at their own pace with instructors serving as guides throughout the learning process. The system is a synchronous environment which supports live interaction between students and teacher. This provides the motivation to learn decision-making to almost all students. This paper highlights the ensemble learning approach in business gaming implementation.

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