Motivational and Occupational Self-efficacy Outcomes of Students in a BPM Course: The Role of Industry Tools vs Digital Games.
Jason F. CohenThomas D. GracePublished in: Business Process Management Workshops (2018)
Keyphrases
- digital games
- learning outcomes
- learning experience
- game based learning
- learning environment
- educational tool
- social software
- learning tools
- motivational factors
- learning contexts
- game play
- digital game based learning
- secondary school
- e learning
- intelligent tutoring systems
- learning styles
- educational contexts
- computer self efficacy
- learning processes
- role play
- educational games
- learning process
- university students
- serious games
- mobile learning
- case study
- video games
- game design
- collaborative learning
- information technology
- pedagogical agents
- business process
- learning strategies
- learning systems
- digital media
- social interaction
- computer games
- learning scenarios
- foreign language learners
- college students
- control group
- distance education
- end users