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Serious games serve as a potent pedagogical tool for enhancing engagement in quantitative disciplines within undergraduate business administration curricula. By utilizing a hybrid, problem-based learning framework, these simulations immerse students in complex business crises that require the application of mathematical modeling, data interpretation, and financial analysis. The primary objective of this approach is to bridge the gap between abstract quantitative theory and practical, collaborative problem-solving, thereby fostering both critical thinking and interdisciplinary understanding among students who might otherwise struggle with traditional instructional methods.
Pilot implementations involving cohorts of undergraduate students demonstrate that these breakout-style activities generate high levels of participant satisfaction and engagement. Students consistently report that the structured, team-based environment facilitates effective collaboration and improves their perception of the relevance of quantitative subjects. The design, which utilizes digital platforms to coordinate tasks across simulated departments like marketing and finance, proves to be a feasible and well-received method for integrating active learning into non-STEM social science courses.
Despite these positive perceptions, current findings remain exploratory and focus primarily on student sentiment rather than objective academic performance. The research highlights a critical need for more rigorous evaluation frameworks, such as instructor-led rubrics and peer assessment, to capture individual learning gains and team dynamics accurately. While the current model successfully boosts motivation and transversal skill development, future iterations must address the resource-intensive nature of these games and incorporate longitudinal data to validate their long-term pedagogical impact. Scaling these interventions will require further refinement of logistical processes and the integration of standardized assessment tools to move beyond subjective feedback toward measurable educational outcomes.
Homo Ludens · 2024