Description

Book Synopsis
Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements depend largely on learners’ non-cognitive factor disposition. With the aim of combining the fields of serious games and non-cognitive factors, this research focuses on the use of a business simulation which conveys change management insights. Business simulations are a subset of serious games and are perceived as a non-traditional learning method.The objectives of this work are versatile: (1) developing a scale, which measures learners’ knowledge and skills increase gained from a business simulation, (2) investigating the effects of non-cognitive factors on learning in this business simulation environment and (3) exploring the moderating role of team preference in this type of learning setting. Using the newly developed scale, this work finds that learners' skills and knowledge states are more pronounced after playing the business simulation.


Table of Contents
Introduction.- Theoretical Foundation .- Theoretical Foundation.- Preparation of the Empirical Analysis.- Relations between Non-Cognitive Skills and Learning.- Empirical Analysis of Non-Cognitive Skills in a Business Simulation Environment.- Results.- Discussion of the Results.- Conclusion.

Non-Cognitive Factors and Learning within a

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    A Paperback / softback by Tanja Kreitenweis

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      View other formats and editions of Non-Cognitive Factors and Learning within a by Tanja Kreitenweis

      Publisher: Springer-Verlag Berlin and Heidelberg GmbH & Co. KG
      Publication Date: 23/10/2021
      ISBN13: 9783658355524, 978-3658355524
      ISBN10: 3658355522

      Description

      Book Synopsis
      Serious games can provide a convenient and straightforward access to complex knowledge for all age groups. However, learning achievements depend largely on learners’ non-cognitive factor disposition. With the aim of combining the fields of serious games and non-cognitive factors, this research focuses on the use of a business simulation which conveys change management insights. Business simulations are a subset of serious games and are perceived as a non-traditional learning method.The objectives of this work are versatile: (1) developing a scale, which measures learners’ knowledge and skills increase gained from a business simulation, (2) investigating the effects of non-cognitive factors on learning in this business simulation environment and (3) exploring the moderating role of team preference in this type of learning setting. Using the newly developed scale, this work finds that learners' skills and knowledge states are more pronounced after playing the business simulation.


      Table of Contents
      Introduction.- Theoretical Foundation .- Theoretical Foundation.- Preparation of the Empirical Analysis.- Relations between Non-Cognitive Skills and Learning.- Empirical Analysis of Non-Cognitive Skills in a Business Simulation Environment.- Results.- Discussion of the Results.- Conclusion.

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