Business Simulation Games for the Development of Decision Making
Systematic Review
Bibliographic Data
| ID | 22044094 |
|---|---|
| Authors | Alexander Vélez (0000-0001-6538-5325, University of the Basque Country), Rebeca Kerstin Alonso (0000-0002-3516-5556, University of the Basque Country, corresponding author) |
| Year | 2025 |
| Volume | 15 |
| Issue | 2 |
| Pages | 168 |
| Publication date | 2025-01-31 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15020168 |
| OpenAlex | W4407030876 |
| Language | EN |
| Citations received | 2 |
| References cited | 37 |
Business simulation games (BSGs) are considered a useful instructional tool to be implemented in the classroom, especially in light of new trends in education. The key components of the paradigm are BSGs and Decision Making (DM), as the latter is often essential to a high-quality education. Thus, over the last 10 years, efforts to find possible methods to enhance BSG learning experiences for the development of DM in higher education have increased. The goals of this article were to examine the effect of BSGs on students’ DM at university, and to identify the elements that can be developed in the BSG learning experience to promote DM. Following PRISMA criteria, a systematic review was carried out using Scopus, Web of Science, and ProQuest. A total of 13 of the 2897 papers that were first discovered underwent a comprehensive review, with all conclusions and findings subjected to analysis. Following implementation, the majority of the BSG learning experiences enhanced DM results. In summary, a few key elements have been highlighted that must be followed to ensure the BSG learning experience helps students foster their DM
Higher education · Knowledge management · Mathematics education · Medical education · MEDLINE · Political science · Scopus · Systematic review · Big Data and Business Intelligence · Computer Science · Educational Games and Gamification · Medicine · Online Learning and Analytics · Psychology
Understanding the role of digital technologies in education
The PRISMA 2020 statement
Serious Games in Higher Education in the Transforming Process to Education 4.0—Systematized Review
Using personalized learning as an instructional approach to motivate learners in online higher education
Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills
Computer-based business games in higher education
| Citations per year | 2 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |