Abstract
Over the past decade, the use of games in higher education, including supply chain management, has become increasingly prevalent. This chapter has two objectives: firstly, to conduct a review of current business games in the supply chain management field; and secondly, to categorize them based on their learning objectives (i.e., cognitive, motor, affective, or communicative). Our analysis indicates that cognitive learning outcomes are present in all the supply chain management games reviewed, while some games focus on affective or communicative learning outcomes as well. The implications of our findings for educators are also discussed in this chapter.
Original language | English |
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Title of host publication | Business Education in the 21st Century : Developing Discipline Competences and Transformation Capabilities |
Editors | Adam Lindgreen, Eleri Rosier, Antonia Erz, Ben Marder, Sylvia von Wallpach |
Number of pages | 11 |
Place of Publication | Cheltenham |
Publisher | Edward Elgar Publishing |
Publication date | 2024 |
Pages | 230–240 |
Chapter | 14 |
ISBN (Print) | 9781802202687 |
ISBN (Electronic) | 9781802202694 |
DOIs | |
Publication status | Published - 2024 |
Keywords
- Business games
- Supply chain management
- Learning outcomes