Research on the Learning Effectiveness of Business Simulation Games-- a Review of the State of the Science
Abstract
In their classic chapter on research designs in educational settings, Campbell and Stanley [l, p. 2] held that an experiment was “…the only means for settling disputes retarding educational practice, ... the only way of verifying educational improvements, and the only way of establishing a cumulative tradition in which improvements can be introduced without the danger of a faddish discard of old wisdom in favor of inferior novelties. Given the controversy which still hovers around business gaming and the cult quality which many opponents attach to the experiential movement, game proponents should be especially rigorous in the conduct and use of gaming validation studies.Downloads
Published
1981-03-13
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Section
Articles