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Analysis in Business Game Practice focusing on Multitasking with Smartphones
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, Shoin University, Japan ; , Sagami Women’s University, Japan ; , Tokyo Woman’s Christian University, Japan ; , , Shoin University, Japan

EdMedia + Innovate Learning, in Amsterdam, Netherlands ISBN 978-1-939797-42-1 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

This study was designed to analyze the students’ attitude of business game practice depending on differences of environment when they practiced business gaming system called Price Game. In this research, university students in the practice were divided into two groups, students with gaming environment with multitasking performance and students without multitasks except the operation in the game, to investigate the between-group differences in terms of their perceptions toward Price Game and the practice. The result of this analysis indicated that students with multitasking tended to have more positive attitude in the practice. Furthermore, the findings did not indicate the obstructive factor by multitask in the game regardless of the promotive environment for multitasking performance. As a result of survey about the business gaming practice, the performance of multitask in Price Game was suitable for university students as it advantageously motivated students to learn. We concluded that Price Game based on smartphone with multitasking environment was a potential method to succeed for learners on their attitude although we admited the need for improvement. This result would be also contributed to effectual use of smartphones in classroom activities.

Citation

Tachino, T., Kato, Y., Kato, S., Kishi, Y. & Kim, J. (2019). Analysis in Business Game Practice focusing on Multitasking with Smartphones. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 411-416). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved January 26, 2020 from .

Slides