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)
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