Humanities
  • ISSN: 2155-7993
  • Journal of Modern Education Review

Innovation in the Classroom: Game-Based Learning by Creating a Business Simulator as a Teaching and Learning Strategy

Antonio Salazar Campos1, María del Refugio Mendoza Rico2, Lugardo Salazar Campos3 
((1. Faculty of Business Administration, Universidad del Istmo, Campus Ixtec, Oaxaca, México;
2. Faculty of Administration, Instituto Tecnológico y de Estudios Superiores de Salvatierra, Salvatierra, Guanajuato. México;
3. Faculty of Economics and Finance, Instituto Tecnológico de Sonora, Ciudad Obregón, Sonora, México)

Abstract: Currently, the business’ teaching within the classroom must be accompanied by intensive practice to manage decisions collaboratively. Gamification or serious games in the teaching of business promote creativity, interest, collaboration, competence and achievement, promoting the motivation for business’ learning with positively impacting in teacher’s teaching.


        Key words: knowledge, educational innovation, business simulation, serious games





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