Use of Business Games in the Learning Process
2023 IEEE 64th International Scientific Conference on Information Technology and Management Science of Riga Technical University (ITMS 2023): Proceedings
2023
Jānis Amoliņš,
Sabina Kataļņikova,
Natālija Prokofjeva,
Marina Uhanova,
Viktorija Ziborova
This study is dedicated to issues related to the
use of business games at Riga Technical University. This
article contains three sections: the first introduces the concept
of educational business games, the second describes business
games used in the Computer Science and Information
Technology Faculty courses "Algorithmization and
Programming of Solutions" and "Software Development
Technologies", the third section presents the results of student
surveys, their opinions about the use of business games in the
educational process, as well as the impact of business games
on academic performance. The authors of the study believe
that the organization of business games is important for
solving professional tasks of improving the quality of
education and enhancing student motivation.
Atslēgas vārdi
raditional learning, professional activities, student groups, educational business games, student surveys
DOI
10.1109/ITMS59786.2023.10317673
Hipersaite
https://ieeexplore.ieee.org/document/10317673
Amoliņš, J., Kataļņikova, S., Prokofjeva, N., Uhanova, M., Ziborova, V. Use of Business Games in the Learning Process. No: 2023 IEEE 64th International Scientific Conference on Information Technology and Management Science of Riga Technical University (ITMS 2023): Proceedings, Latvija, Riga, 5.-6. oktobris, 2023. Piscataway: IEEE, 2023, 1.-6.lpp. ISBN 979-8-3503-7030-0. e-ISBN 979-8-3503-7029-4. ISSN 2771-6953. e-ISSN 2771-6937. Pieejams: doi:10.1109/ITMS59786.2023.10317673
Publikācijas valoda
English (en)