Academic literature on the topic 'Interactive business game'

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Journal articles on the topic "Interactive business game"

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Исаева, Наталия, Nataliya V. Isaeva, Ирина Чирич, and Irina V. Chirich. "Business game as a means of stimulating cognitive activity and a method of forming students’ professional competence." Universities for Tourism and Service Association Bulletin 11, no. 3 (2017): 56–63. http://dx.doi.org/10.22412/1999-5644-11-3-6.

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Today interactive methods are increasingly used along with traditional teaching methods in higher education. The use of interactive technologies contributes to the active involvement of students in the learning process, promotes the awakening of their cognitive and creative initiative, forms their teamwork skills, ensures the formation of critical thinking, analysis and self-analysis skills, and promotes the development of students' communicative competencies, including those related to future professional activities. Practical exercises in the format of business or role playing games
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Kreps, T. V. "Business games as a component of interactive learning in a tourist college." Scientific bulletin of the Southern Institute of Management, no. 4 (January 28, 2020): 124–28. http://dx.doi.org/10.31775/2305-3100-2019-4-124-128.

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This article discusses the possibilities and practical value of using such an interactive learning method as a business game. Business game is one of the methods of activation creative activity for students and implementation of professional-game tasks in the educational process. The methodical purpose of the business game is mainly to train skills, as well as to find strategies for solving a professional problem.The article discusses the possibilities of using group business games such as brainstorming and the project method when studying the discipline “Sales technology and promotion of tour
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Chaves, Ligia Gizely, and Robson Antônio Tavares Costa. "Using business games in administration teaching: A case study of the entrepreneurial Matrix Game." Concilium 24, no. 13 (2024): 269–91. http://dx.doi.org/10.53660/clm-3749-24n22.

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Business games, also known as business simulation games, are educational tools used in teaching business administration that simulate real-life business scenarios. They provide a controlled environment for students to practice decision-making, problem-solving, and critical thinking skills in a risk-free environment. In this article we applied the Entrepreneurial Matrix Company Game to a sample group of undergraduate business students. This game is a learning methodology that simulates the step-by-step creation of a new business model in a controlled environment. It is an interactive tool that
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Muntian, O. V., M. A. Goray, V. L. Muntian, M. M. Shinkaruk-Dykovytska, and T. O. Tepla. "Introduction of interactive teaching methods in the doctors–dentists training." Reports of Vinnytsia National Medical University 22, no. 4 (2018): 691–95. http://dx.doi.org/10.31393/reports-vnmedical-2018-22(4)-21.

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The aim of the work is to evaluate the effectiveness of the “Business Game” method in shaping the skills of a future dentist among students of the 5th year of the dental faculty. The main part of the article includes the experience of using the method of “Business Game” at the Department of Therapeutic Dentistry at National Pirogov Memorial Medical University, Vinnytsya, which facilitates the formation of professional skills and abilities of the future dentist in conditions that are as close as possible to practical health care, stimulates active participation of students in collective collabo
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Kopyshynska, Oksana. "Implementation of interactive teaching methods in the teaching of forestry disciplines." Scientific Journals of the International Academy of Applied Sciences in Lomza 94, no. 2 (2024): 58–64. https://doi.org/10.58246/emj41h96.

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The introduction of interactive methods of training (business game) in the educational process in the teaching of forestry disciplines in the specialty 205 Forestry (OPP "Forestry") in the Malyn Applied College is highlighted. Conducting a lesson in the form of a business game will increase the motivation of cognitive activity of educational applicants, will form the need for self-study, self-development, the ability to self-identify in educational activities.
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RR Ella Evrita H, S.E, M.M, RR Ella Evrita H, S. E. M. M. "INDUSTRI KREATIF PADA FENOMENA GAME ONLINE." Profilm Jurnal Ilmiah Ilmu Perfilman dan Pertelevisian 2, no. 1 (2025): 70–84. https://doi.org/10.56849/jpf.v2i1.25.

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The creative economy is an economic era that prioritizes creativity to create higher added value or benefits and is driven by the creative industry, in which there is a group of interactive games. Method The research was conducted using a qualitative method, which in principle is a review that plans to understand the tricks experienced by the subject. Based on the objectives, the development of interactive games for the 2015–2019 period will focus on interactive games with the following objectives: 1). Educational, 2). Advertising, 3). Serious games, 4). Casual games. What is happening now is
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Kupriyanov, A. Yu. "Business game as an interactive and debatable method of teaching law." Право и государство: теория и практика, no. 8 (2022): 21–24. http://dx.doi.org/10.47643/1815-1337_2022_8_21.

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Mamchur, I. "Socio-psychological bases of senior pupils' gaming activity - essential precondition of their self-knowledge." Fundamental and applied researches in practice of leading scientific schools 30, no. 6 (2018): 50–54. http://dx.doi.org/10.33531/farplss.2018.6.07.

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The article specifies that socio-psychological peculiarities of senior pupils' gaming activity became apparent through the interaction of its participants, the organization of a certain community of individuals, the formalization of a collective entity, which is characterized by integrity and ability to function jointly; determined the necessity of using interactive role-playing games in the educational process; first, on the basis of theoretical, applied aspects of the psychological phenomenon of business game, the preconditions for self-knowledge by senior pupils through game activity are de
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Katalevsky, Dmitry. "Simulation games in business education: the experience of business simulation "Startup: the Limits to Growth"." Artificial societies 17, no. 3 (2022): 0. http://dx.doi.org/10.18254/s207751800021241-4.

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The article reveals how simulations can be used in the teaching of management disciplines. Despite the high demand from students for interactive teaching methods, simulation games are still of a limited use in business education. This is largely due to the lack of high-quality simulation games, especially considering unique domestic simulations. The article reviews the author’s experience of teaching of “Startup: Limits to Growth” Simulation Game based on the agent approach to modeling in business education. By reviewing the outcomes of many simulation sessions, we analyze the key strategies o
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Дюков, В. П. "BROWSER-BASED COMPUTER BUSINESS GAME AS AN INTERACTIVE LEARNING ENVIRONMENT FOR MANAGERS." Market economy: modern management theory and practice 19, no. 1(44) (2020): 255–69. http://dx.doi.org/10.18524/2413-9998.2020.1(44).198368.

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Dissertations / Theses on the topic "Interactive business game"

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Ben, Yahia Abdelaziz. "ABY Interactive: A Business Plan for an Interactive Media Company." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/354.

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Abstract Interactive Media and Game development are experiencing an incredible growth the recent year. Digital devices are in constant evolution, and the developers/artist are glad to unleash their full potential by creating innovative content that take advantage of those capacities. Although creation and innovation is not what is limiting this field, the business side to this industry is the biggest challenge to this kind of content. Making a good product needs a team effort, and these employees will obviously need good money for their expertise, which, means the product needs to be funded to
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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation
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Стовпник, Наталія Миколаївна, та Natalia Stovpnik. "Ділова гра як вид інтерактивного навчання". Thesis, Національний авіаційний університет, 2021. https://er.nau.edu.ua/handle/NAU/50372.

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ділова гра<br>У тезах розповідається про створення у процесі навчання ігрової ситуації. Це допомагає оволодіти студентам - іноземцям новими знаннями та вміннями. Ділова гра забезпечує можливість творчої участі студентів у процесі засвоєння нових знань.<br>Theses tell about the creation of a game situation in the learning process. It helps foreign students to acquire new knowledge and skills. Business game provides an opportunion for creative participation of students in the process of learning new knowledge/
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Hadzinsky, Chad. "A Look into the Industry of Video Games Past, Present, and Yet to Come." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/842.

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Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past will need to find wa
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Domingos, Mateus Filipe. "Business game, uma contribuição para a aprendizagem no mundo corporativo." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18202.

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Made available in DSpace on 2016-04-29T14:23:41Z (GMT). No. of bitstreams: 1 Mateus Filipe Domingos.pdf: 1191779 bytes, checksum: 63e51f251554afacbc758ca4d8b42abd (MD5) Previous issue date: 2015-12-07<br>The research deals about business ERP-SIM game, one IBTA tool, Brazilian Institute of Advanced Technologies, we bring the study of analysis and results of students who played the Business ERP-SIM game as a tool for development and learning promotion for professionals in the corporate world, where the target audience is owned by andragogical mode. We focus our writing instrument (questionnair
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Mohall, Sara, and Claes Cederlund. "Spelet om konsumentens uppmärksamhet : En studie av upplevelsebaserad varumärkeskommunikation i interaktiva spel." Thesis, Linköping University, Department of Management and Economics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7420.

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<p>Bakgrund</p><p>Företags varumärkeskommunikation står idag inför stora förändringar. Det finns allt fler varumärkesinnehavare som vill kommunicera sina varumärken till konsumenter, vilka i sin tur lever i ett överkommunicerat samhälle. Detta har gjort att de inte tar till sig budskapen i samma utsträckning längre. Samtidigt har konsumenterna även flyttat en stor del av sin uppmärksamhet och tid från traditionella medier till bland annat interaktiva spel. Varumärkesinnehavarnas jakt efter nya kommunikationsvägar och konsumenternas intresse för interaktiva spel har därför legat till grund för
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OMAKI, Eduardo Tadayoshi. "Modelo de análise de decisões em situações de interações estratégicas na agroindústria de fruticultura irrigada de manga e uva da região submédia do vale do Rio São Francisco." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17463.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-07-19T14:02:11Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Omaki 04 Tese TJ 0v2-20160225 final CD baixa def.pdf: 1423261 bytes, checksum: 5def21398d8b73990a286a659299e41f (MD5)<br>Made available in DSpace on 2016-07-19T14:02:11Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Omaki 04 Tese TJ 0v2-20160225 final CD baixa def.pdf: 1423261 bytes, checksum: 5def21398d8b73990a286a659299e41f (MD5) Previous issue date:
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Modolin, Sarah, and Sekwao Grace. "Virtual Reality Games for Team Building Interventions : Comparison of team building interventions for university students." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-40733.

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Teams are essential in today’s organisations. Thus, it is important to enable students early in the education process to work in teams. Moreover, we have new technologies emerging such as virtual reality (VR), that have the possibility to influence processes such as team building interventions. In addition, many researchers claim the importance of games in teaching as it leads to high engagement. Even though, there is much research available in the areas of VR, team building and games, no research connecting all three topics can be found. Nevertheless, it can be observed that VR and games have
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Карпова, О. О., Е. О. Карпова та O. Karpova. "Дидактичні умови навчання іноземної мови майбутніх економістів засобами мультимедійних технологій". Diss., 2015. http://dspace.oneu.edu.ua/jspui/handle/123456789/7276.

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У дисертації досліджено проблему навчання іноземної мови студентів економічних ВНЗ засобами мультимедійних технологій, здійснено аналіз психолого-педагогічної літератури щодо використання сучасних форм, методів і засобів навчання іноземної мови у вищій школі. Введено поняття «веб-кейс», уточнено мультимедійні технології у контексті дослідження. Визначено дидактичні умови, що сприяють підвищенню рівня володіння іноземною мовою; виявлено критерії володіння іноземною мовою (уміння говоріння, читання, письма та аудіювання) з їх показниками на кожному рівні (базовому, достатньому, просунутому). Роз
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Books on the topic "Interactive business game"

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Heifetz, Aviad. Game theory: Interactive strategies in economics and management. Cambridge University Press, 2012.

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Hickman, Craig R. The organization game: An interactive business game where you make or break the company. Prentice Hall, 1994.

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Zhukova, Evgeniya, Tat'yana Suvorova, Irina Il'ina, and Iskra Kosmarskaya. Business communication and cross-cultural communication. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1859082.

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The workshop is an addition to the textbook "Business communication and cross-cultural communication" and includes practice-oriented tasks that can be carried out online in all sections of the textbook. The workshop contains three sections, 10 chapters and consists of group and individual tasks, business games, analysis of video clips and discussions, reflection exercises aimed at developing skills in the sections "Cross-cultural communication as the interaction of different cultures", "Business communication as the basis of cross-cultural communications", "Ethical standards in professional ac
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Klimova, Natal'ya. Economic analysis (with traditional and interactive forms of education). INFRA-M Academic Publishing LLC., 2024. https://doi.org/10.12737/2089374.

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The textbook reveals the role, subject, methods and techniques of economic analysis, methodology for analyzing the use of resources and the achieved results of financial and economic activities of organizations, including the search for economic reserves; control questions, tasks for independent work of students, business games, tests and tasks in the discipline "Economic analysis" are given. For teachers, graduate students and students of economic specialties, as well as for practitioners — accountants, financiers, managers, entrepreneurs and heads of organizations.
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Evseev, Vadim. Business games for the formation of economic competencies. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2140130.

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Business games are an active form of acquiring socio-economic competence. The textbook discusses computer business games, as well as those disciplines that are an integral part of business games: theory and methodology of competence formation; theory of decision-making; theory and methodology of economic thinking formation; theory and methodology of building business games. The last chapter contains developed computer business games that contribute to the formation of socio-economic competence: "Economic foundations of youth vitality", "Development of business plans for youth projects", "Budge
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Slikker, Marco. Social and economic networks in cooperative game theory. Kluwer Academic Publishers, 2001.

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Reeves, Byron. Games at work: How games and virtual worlds are changing the way people work and businesses compete. Harvard Business Press, 2009.

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Kaspina, Roza, and Lyubov' Plotnikova. Accounting and taxation of foreign economic activities of organizations. INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/1018339.

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The tutorial contains practical examples of organization and conducting accounting and tax accounting of foreign economic activity and the examples that reveal the specifics of foreign exchange operations. Given a multivariate system of control of knowledge of students with answers and solution algorithm is a full set of the Fund of assessment tools for current and intermediate control. Used active learning methods in the form of colloquiums, business games, discussions and other interactive forms.&#x0D; Meets the requirements of Federal state educational standards of higher education of the l
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Shishkina, Elena. Tactical and forensic support of investigative activities: a workshop. INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1546031.

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The workshop is a set of educational and methodological materials intended for the development of the course "Tactical and forensic support of investigative activities". For each topic of the course, there is a list of studied and control questions, a list of recommended literature, as well as a set of control and measuring materials-test tasks, situational tasks. As elements of the methodological support of the course, the workshop contains samples of scenarios of business games and other interactive forms of conducting practical classes (discussions on problematic issues of the course), mate
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Industry Giant: Business Simulation Game. MacMillan Reference Books, 2000.

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Book chapters on the topic "Interactive business game"

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Yu Galan, Stanley, Michael Joshua Ramos, Aakov Dy, Yusin Kim, and Ethel Ong. "Towards a Narrative-Based Game Environment for Simulating Business Decisions." In Interactive Storytelling. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-71027-3_28.

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Woltjer, Geert. "An Economic Game As An Interactive Learning Environment." In Educational Innovation in Economics and Business Administration. Springer Netherlands, 1995. http://dx.doi.org/10.1007/978-94-015-8545-3_16.

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Woltjer, Geert. "An Interactive Simulation Game Focused On The Microeconomic Fundamentals Of Macroeconomics." In Educational Innovation in Economics and Business Administration. Springer Netherlands, 1995. http://dx.doi.org/10.1007/978-94-015-8545-3_61.

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Sahu, Sonal. "Impact of Interactive Tabletop Business Game on Learning and Building Competencies." In Transactions on Computer Systems and Networks. Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-3383-7_14.

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Tang, Qiming, Yongyao Chen, and Meijuan Li. "Game on the Tacit Collusion of the Telecom Market Under the Full-Business Operating Environment." In Emerging Trends in Intelligent and Interactive Systems and Applications. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63784-2_3.

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van Emde Boas, Peter. "Games, Complexity and Interaction the Role of Games in Computer Science." In Practical Foundations of Business System Specifications. Springer Netherlands, 2003. http://dx.doi.org/10.1007/978-94-017-2740-2_17.

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Liss, Lukas, Nico Elbert, Christoph M. Flath, and Wil M. P. van der Aalst. "Framework for Extracting Real-World Object-Centric Event Logs from Game Data." In Lecture Notes in Business Information Processing. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-82225-4_27.

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Abstract In recent years, process mining has shifted towards an object-centric perspective on processes, considering interacting sub-processes that operate on objects from different types. Since businesses are hesitant to publicly share such event data that may expose business internals, there is a lack of public real-world object-centric event logs. We propose a novel approach to use publicly accessible game data as a large-scale data source for object-centric event logs. The contributions of this paper include (1) a framework to extract object-centric event logs from real-time strategy game
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Oltean, Virginia Ecaterina, Theodor Borangiu, and Monica Drăgoicea. "On a Qualitative Game Theoretic Approach of Teacher-Student Interaction in a Public Higher Education Service System." In Lecture Notes in Business Information Processing. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-32689-4_2.

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Fan, Qingliang, Xin Fu, and Shun Cai. "Virtual World Versus Real World: An Economic Study of the Cyber Games Participation." In HCI in Business, Government and Organizations. Interacting with Information Systems. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58481-2_6.

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Tanikawa, Misaki, and Yumi Asahi. "The Study to Clarify the Type of “Otome-Game” User." In Human Interface and the Management of Information. Information and Interaction for Learning, Culture, Collaboration and Business,. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39226-9_68.

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Conference papers on the topic "Interactive business game"

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Hohl, Wolfgang. "Game-Based Learning - Developing a Business Game for Interactive Architectural Visualization." In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2019. http://dx.doi.org/10.1109/vs-games.2019.8864595.

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Ma, Yingzhi, and Yu Sun. "An Interactive and Scenario-based Simulation Gaming System for Business Education using Game Engine and Machine Learning." In 8th International Conference on Artificial Intelligence and Applications (AI 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121817.

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Technology has become increasingly vital in society. The COVID-19 pandemic demonstrated how useful technology was in keeping society running, especially education [15]. One major trend is the use of simulations as a tool for education. Business is one of the fields that could benefit massively from the implementation of new educational simulations. For this study, a survey was conducted to gauge their prior educational experience and interest in fields such as business and computer science. Additionally, the survey participants were questioned on their previous experiences with using interacti
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Nobre, Matheus R. B., and Jéssyka Vilela. "An Experience Report of Utilizing the BPM Wheel Serious Game to Evaluate BPM Learning in Higher Education." In Workshop sobre Educação em Computação. Sociedade Brasileira de Computação - SBC, 2024. http://dx.doi.org/10.5753/wei.2024.3071.

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Business Process Management (BPM) is key for organizational improvement, focusing on efficiency, flexibility, and strategic alignment. Educating professionals in BPM provides them with the necessary skills for process optimization. However, there are few serious games and collaborative activities to improve BPM education, highlighting a gap in interactive learning resources. This work provides an experience report concerning applying the BPM Wheel serious game to assess the concepts of process analysis and performance indicators in a BPM discipline of the Bachelor of Information Systems at a p
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Rakimahwati, Rakimahwati, and Desmawati Roza. "Development of an Interactive Role Play Game (RPG) to Improve Early Childhood Digital Literacy." In Proceedings of the First International Conference on Economics, Business and Social Humanities, ICONEBS 2020, November 4-5, 2020, Madiun, Indonesia. EAI, 2021. http://dx.doi.org/10.4108/eai.4-11-2020.2304656.

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Stoffova, Veronika, and Roman Horvath. "DIDACTIC COMPUTER GAMES IN TEACHING AND LEARNING PROCESS." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-046.

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Educational games not only entertain players, but they also have some educational targets (to understand and learn something, to gain certain skills, develop certain abilities, etc.). Didactic computer game that we want to introduce aims to help secondary school students understand a select few notions from the field of Informatics curriculum, which are prescribed in ICED3 (defined as mandatory technical terms in the national education program).This game will also help to build terminology system of students, acquire basic concepts and actively use them in the study, to acquire new knowledge,
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Fukuda, Shuichi. "Team Formation and Operations Using Instinct." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002780.

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Let us take soccer to describe this paper. Soccer games did not change much yesterday. So the formation stayed the same during the game and each player was expected to play his best at his own position. And managers were off the pitch and gave instructions verbally. In short, it was a tree structure. But today, games change from moment to moment, so tree does not work any more. We need to shift to network. But not only games come to change every minute, but the enemy is experiencing the same situation. We often complain about how the real world come to change frequently, extensively and in an
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Riivari, Elina, Tommi Auvinen, and Juhani Merilehto. "HR scenario game: Learning human resource management in a virtual environment." In Seventh International Conference on Higher Education Advances. Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/head21.2021.13064.

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This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in highe
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Machado De Andrade, Wiliam. "Mobile Game Design and Ergonomics: a necessary combination." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003861.

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Games for mobile phones constitute a fast-growing industry, with technologies and business models that explore their portability and facilitated access. The human factors on mobile playing did not follow such a development. With devices using touchscreens to control the game, usability ignored the ergonomics of holding and interacting with handheld narratives in opposition to video game console controllers. This article studies mobile gaming ergonomics to understand how playing with a handheld device changes body alignment, pondering whether game design can lead to or avoid postural injuries i
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Koleva, Zdravka. "OPPORTUNITIES OF GAMEWORKING IN INTERACTIVE ONLINE COMMUNICATIONS BETWEEN AGRICULTURAL PRODUCERS AND CONSUMERS OF THEIR PRODUCTS." In AGRIBUSINESS AND RURAL AREAS - ECONOMY, INNOVATION AND GROWTH 2021. University publishing house "Science and Economics", University of Economics - Varna, 2021. http://dx.doi.org/10.36997/ara2021.192.

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The elements and mechanics introduced by the games are accepted for the gameplay, in a context different from the game one. Researchers find great potential in its implementation, but also take into account the need for training and building a code of ethics in its planning and implementation. Extremely vulnerable are the groups of vegetable growers, producers of fruits, herbs, spices, etc., who face new challenges related to the need to reach quickly and in a very short period of time to a large number of consumers in order to maintain a competitive price. This requires the use of new approac
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Berger, Helmut, Michael Dittenbach, Dieter Merkl, Anton Bogdanovych, Simeon Simoff, and Carles Sierra. "Playing the e-business game in 3D virtual worlds." In the 20th conference of the computer-human interaction special interest group (CHISIG) of Australia. ACM Press, 2006. http://dx.doi.org/10.1145/1228175.1228237.

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Reports on the topic "Interactive business game"

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The Launch of the National Rollout of the Municipal Innovation Maturity Index (MIMI) (A tool to measure innovation in municipalities). Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2021/0076.

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The MIMI project was initiated by the DSI in partnership with the South African Local Government Association (SALGA), the HSRC and UKZN. The purpose of this initiative was to develop an innovative tool capable of assessing and measuring the innovation landscape in municipalities, thus enabling municipalities to adopt innovative practices to improve service delivery. The outcome of the implementation testing, based on the participation of 22 municipalities, demonstrated the value and the capacity of MIMI to produce innovation maturity scores for municipalities. The digital assessment tool looke
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