Article ID Journal Published Year Pages File Type
11011119 Journal of Cleaner Production 2019 33 Pages PDF
Abstract
A pre-game and post-game survey were developed to evaluate the students' learning experience of a business game focused on sustainability (napuro). The study was carried out at two universities in Switzerland. The results suggest that the action learning approach, and in particular, simulation and gaming, may successfully generate cognitive and affective learning outcomes which in turn may affect students' development of critical thinking skills. In addition, the study suggests the central role of motivation in influencing students' learning outcomes. The game seems to be more effective in influencing the student's expertise in the subject and their attitudes toward sustainability when the student records a high level of motivation to attend the course and interest in the subject before the game.
Related Topics
Physical Sciences and Engineering Energy Renewable Energy, Sustainability and the Environment
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