000 03030nam a22003135i 4500
001 239236
003 ES-VaUE
005 20240306114310.0
007 cr nn 008mamaa
008 211022s2021 gw | o |||| 0|eng d
020 _a9783658355531
024 7 _a10.1007/978-3-658-35553-1
_2doi
040 _aES-VaU
_bspa
_cES-VaU
_dES-VaU
050 4 _aHF5549-5549.5
_b2021 EB
100 1 _aKreitenweis, Tanja.
_eautor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 0 0 _aNon-Cognitive Factors and Learning within a Business Simulation
_cby Tanja Kreitenweis
250 _a1st ed. 2021.
264 1 _aWiesbaden
_c2021
_bSpringer International Publishing
300 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 0 _aZukunftsfähige Unternehmensführung in Forschung und Praxis
_x2570-0227
505 0 _aIntroduction -- Theoretical Foundation -- Theoretical Foundation -- Preparation of the Empirical Analysis -- Relations between Non-Cognitive Skills and Learning -- Empirical Analysis of Non-Cognitive Skills in a Business Simulation Environment -- Results -- Discussion of the Results -- Conclusion.
520 _aSerious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements depend largely on learners' non-cognitive factor disposition. With the aim of combining the fields of serious games and non-cognitive factors, this research focuses on the use of a business simulation which conveys change management insights. Business simulations are a subset of serious games and are perceived as a non-traditional learning method. The objectives of this work are versatile: (1) developing a scale, which measures learners' knowledge and skills increase gained from a business simulation, (2) investigating the effects of non-cognitive factors on learning in this business simulation environment and (3) exploring the moderating role of team preference in this type of learning setting. Using the newly developed scale, this work finds that learners' skills and knowledge states are more pronounced after playing the business simulation. About the author Tanja Kreitenweis is responsible for digital transformation topics in HR at a service company. She was a research assistant at the Universität der Bundeswehr München from 2016 to 2020. During her doctorate, she conducted research in the areas of serious gaming, learning and leadership at the Faculty of Business Administration and the Rady School of Management at the University of California San Diego. At the same time, she accompanied and advised companies on matters of change management and communication.
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-658-35553-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Valencia)
942 _2lcc
_cLE
988 _aSpringer_Business_2021
999 _c239236
_d239236