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English

ID: <

10670/1.qobon5

>

Where these data come from
Gamification in International Business Education and Cross-Cultural and Sales Competences: From Theory to Practice

Abstract

International audience Gamification, through serious games, is one of the key trends in business education nowadays. Such programmes aim to improve students' understanding of what "should be" or "could be" done in a business situation. This chapter presents a case study of a cross-cultural business game, designed within the framework of a master's programme specialised in sales management and international business. It appears that this learning approach is at once restrictive and very promising. Students rate this unusual experience shared with foreign partners in a realistic business situation very positively. They also mention both the stress and the satisfaction gained from greater understanding of another culture and from achieving the business goals.

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