Students’ View of the Use of Business Gaming in Hong Kong

Jimmy Chang, Kwan-Ling Ma, Mary Lee

Abstract


This paper is concerned with students feedback on the usage of business gaming in Hong Kong It is intended to see how students viewed business gaming as a learning tool Over 70 percent of 93 students regarded business gaming to be “critical†and “important†for accomplishing the course objectives “developing decision making skillsâ€; “learning concepts related to businessâ€, “general problem identification and analytical skillsâ€, “developing planning skillsâ€; and “using financial data to make management decisionâ€. A total of 52 7 percent of students thought they benefited from “understanding consequences of decision taken†while 22.6 percent felt “long waiting time after sign on†is a disadvantage in the use of computer simulation Over 50 percent of students found the simulation package “easy to useâ€, “fun and interestingâ€, and “minimizing student frustrationâ€

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