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Serious games in management education: An acceptance analysis

dc.contributor.authorRodríguez López, Fernando
dc.contributor.authorArias Oliva, Mario
dc.contributor.authorPelegrín Borondo, Jorge
dc.contributor.authorMarín Vinuesa, Luz María
dc.date.accessioned2023-06-17T09:20:34Z
dc.date.available2023-06-17T09:20:34Z
dc.date.issued2021-05-29
dc.descriptionCRUE-CSIC (Acuerdos Transformativos 2021)
dc.description.abstractTraining is a key resource for fostering knowledge as a competitive asset. As in other fields, in learning, innovation emerges with disruptive methods such as gamification. Serious games are a proven efficient training method based on the incorporation of traditional elements of games, such as entertainment, into learning. But as with any other innovation, people must be willing to use the new method. The use of even a proven serious game will not have any positive effect if students do not accept it. It is thus essential to analyze the intention to use serious games in management training contexts. This research uses an adapted CAN (Cognitive-Affective-Normative) model to explore the intention to use a serious game – Lego© Serious Play© – in a sample of higher-education students in their capacity as future professionals. The results show that the most critical factor influencing the intention to use serious games is expected learning performance. The proposed model opens a new methodology for studying the behavioral intention to use other innovative management-training methods and to enrich the deployment of serious game training strategies in management education.
dc.description.departmentDepto. de Marketing
dc.description.facultyFac. de Ciencias Económicas y Empresariales
dc.description.refereedTRUE
dc.description.sponsorshipACUP - Recercaixa
dc.description.statuspub
dc.eprint.idhttps://eprints.ucm.es/id/eprint/69540
dc.identifier.doi10.1016/j.ijme.2021.100517
dc.identifier.issn1472-8117
dc.identifier.officialurlhttps://doi.org/10.1016/j.ijme.2021.100517
dc.identifier.urihttps://hdl.handle.net/20.500.14352/8628
dc.issue.number3
dc.journal.titleThe International Journal of Management Education
dc.language.isoeng
dc.page.initial100517
dc.publisherElsevier
dc.relation.projectID(PIN2015F)
dc.relation.projectIDEURITAGE PROJECT
dc.rightsAtribución 3.0 España
dc.rights.accessRightsopen access
dc.rights.urihttps://creativecommons.org/licenses/by/3.0/es/
dc.subject.keywordGamification
dc.subject.keywordSerious games
dc.subject.keywordInnovation Knowledge
dc.subject.keywordTraining and development.
dc.subject.ucmAprendizaje
dc.subject.ucmMétodos de enseñanza
dc.subject.unesco6104.03 Leyes del Aprendizaje
dc.subject.unesco6104.02 Métodos Educativos
dc.titleSerious games in management education: An acceptance analysis
dc.typejournal article
dc.volume.number19
dspace.entity.typePublication
relation.isAuthorOfPublication5cda89bb-8c5c-415b-a9fb-d024ad4d39d6
relation.isAuthorOfPublication.latestForDiscovery5cda89bb-8c5c-415b-a9fb-d024ad4d39d6

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