GAME-BASED LEARNING IN DEVELOPING ORGANIZATIONAL AND MANAGEMENT COMPETENCIES

Authors

DOI:

https://doi.org/10.28925/2617-5266/2025.108

Keywords:

game-based learning, organizational and management competence, learning models, strategies, efficiency

Abstract

An overview was provided on why the adoption of educational gaming would benefit the organizational and managerial competence development of higher education students. Hence, this article paves the way for advancing the concept of simulations, role-plays, and business games as a new medium for imparting learning management skills that are both theoretical and practice-oriented. On the other side of the interdisciplinary approach, it states that there are cognitive, as well as social and emotional, dimensions to organizational managerial competence, which provides one with a wealth of strategic thinking, effective communication, evidence-informed decision-making, and teamwork. It harmonizes the newest advances and research about the application of game-based learning for future managers, educators, and social specialists. The article pays particular attention to game-based educational technologies as they bear a 'European' hallmark or feature when compared with other classical forms of education, in that they significantly impact motivation, development of critical thinking, self-reflection, and responsibility for common results. A classification of gaming methods related to management task integration is suggested: simulation models replicate professional activity in reality; role-play games develop communicative flexibility and leadership skills, while business games build competencies in the area of strategic planning and system views. The article proceeds with a description of the key strategic aspects pertaining to the effective use of Interactive Pedagogical Technologies (IPTs), namely, gradually increasing task difficulty, embedding games within subject content, utilizing reflective practices, and promoting teamwork. Through the consideration of these topics via virtualized digital simulation and the added value of content on a virtual platform, opportunities for distance and blended learning experiences are further expanded.

Downloads

Download data is not yet available.

References

Anderson, P., & Lawton, L. (2009). Business simulations and cognitive learning: Developments, desires, and future directions. Simulation & Gaming, 40(2), 193–216. https://doi.org/10.1177/1046878108321624

Baalsrud Hauge, J., Bellotti, F., Kickmeier, M., Berta, R., & Carvalho, M. B. (2014). Deploying serious games for management in higher education: Lessons learned and good practices. EAI Endorsed Transactions on Serious Games, 1(3), e4. https://doi.org/10.4108/sg.1.3.e4

Brandl, L. C., & Schrader, A. (2024). Serious Games in Higher Education in the Transforming Process to Education 4.0 Systematized Review. Education Sciences, 14(3), 281. https://doi.org/10.3390/educsci14030281

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical

evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004

de Freitas, S., & Routledge, H. (2013). Designing leadership and soft skills through game-based learning. Computers & Education, 69, 153–164. https://doi.org/10.1016/j.compedu.2013.06.017

Hauge, J. B. (2021). Current competencies of game facilitators and their implications for serious games in higher education. JMIR Serious Games, 9(2), e25481. https://doi.org/10.2196/25481

Merchant, C. (2023). Designing game-based learning for high school artificial intelligence education, International Journal of Artificial Intelligence in Education, 33, 384–398. https://doi.org/10.1007/s40593-022-00327-w

Mospan, N. V., Ognevyuk, V. O., & Sysoieva, S. S. (2022). Emergency higher education digital transformation: Ukraine’s response to the COVID-19 pandemic. Information Technologies and Learning Tools, 89(3), 90–104. https://doi.org/10.33407/itlt.v89i3.4827

Mospan, N. (2023). Digitalisation of writing in higher education: The COVID-19 pandemic impact. Journal of University Teaching & Learning Practice, 20(2), 1–24. https://doi.org/10.53761/1.20.02.08

Pan, L., Tlili, A., Li, J., Jiang, F., Shi, G., Yu, H., & Yang, J. (2021). How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method. Frontiers in Psychology, https://doi.org/10.3389/fpsyg.2021.749837

Timchenko, O. V. (2000). Синдром посттравматичних стресових порушень: концептуалізація, діагностика, корекція та прогнозування: Монографія [Post-traumatic stress disorder syndrome: conceptualization, diagnosis, correction and prognosis: Monograph]. Kharkiv: Univ. Vnutr. Sprav.

Downloads


Abstract views: 11

Published

2025-12-24

How to Cite

Kuzin, O. (2025). GAME-BASED LEARNING IN DEVELOPING ORGANIZATIONAL AND MANAGEMENT COMPETENCIES. The Modern Higher Education Review, (10), 178–201. https://doi.org/10.28925/2617-5266/2025.108

Issue

Section

COMPETENCE DEVELOPMENT IN HIGHER EDUCATION