| 000 | 03030nam a22003135i 4500 | ||
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| 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 |
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| 040 |
_aES-VaU _bspa _cES-VaU _dES-VaU |
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| 050 | 4 |
_aHF5549-5549.5 _b2021 EB |
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| 100 | 1 |
_aKreitenweis, Tanja. _eautor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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| 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 |
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| 300 | _a1 recurso en línea | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 490 | 0 |
_aZukunftsfähige Unternehmensführung in Forschung und Praxis _x2570-0227 |
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| 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 |
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| 988 | _aSpringer_Business_2021 | ||
| 999 |
_c239236 _d239236 |
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