CG&BSAJ

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Company Games & Business Simulation Academic Journal (ISSN: XXXX-XXXX) is a multidisciplinary scientific research journal related to educational innovation applying educational technologies, especially those related to simulation and gamification, in the field of business management. With the intention of collecting studies and experiences of researchers in a personal capacity in this field.

Thus, various themes are proposed aimed at evaluating the impacts generated by these methodologies, promoting best practices in their application and generating new content proposals to be developed to cover new problems or new learning objectives:

Evaluation of the impact obtained by the application of these methodologies.- Carry out in-depth research and analysis on the impact achieved on the learning and competence development of students by carrying out simulation exercises.

Tools and models for evaluating competencies.- Promote the development and implementation of effective competency evaluation tools, methodologies and practices, both for their specific application to a subject and to generate the sequential evaluation of a student during the development of a Full program.

Development of professional skills and competences.- Propose exercises or activities to promote the training and practice of students on certain behaviors, procedures, attitudes,… that is, to promote the development of student competencies.

Design of Innovative Educational Experiences.- Educational experiences inspired by real environments should focus on certain learning objectives that allow improving the employability of students, will require preliminary research on the environment to be simulated and incorporate the main line of argument of the simulation exercise. Simulation exercises should not be deterministic (decision tree), they should always foresee a wide diversity of options and solutions.

Incorporation of professional experience in the classroom.- Present experiences and results achieved in activities of "Learning by doing", in which learning is based on the process of discovery carried out by the student through the itinerary of activities designed by the professional. of teaching from gamification technologies and dynamics.

Development of entrepreneurial abilities in students.- Evaluate the entrepreneurial capacities of students and design exercises or gamified activities that promote their development.

Incorporation of business simulation and other gamified methodologies in virtual education.- Identify keys to facilitate the application of business simulation and other gamified methodologies in virtual education, aimed at student self-learning, supported by virtual assistants and focused on skills development.

Incorporation of the principles of responsible management and the ODS model.- Expose practical activities, exercises and gamified itineraries that promote the learning of an advanced model of business management that integrates conventional principles, with good business practices related to the Principles of Management. Responsible and the SDGs.

Carrying out practices on ethical dilemmas.- Evaluating the “ethical” profile of students, facilitating the transmission of culture and decision-making criteria promoted by the principles of Responsible Management (www.unprmeg.org) and the SDGs (www.un.org), facilitate the practice of ethical dilemmas in complex decision processes and the understanding of the impacts generated by decisions made about the company's environment and its own sustainability in the medium and long term.

Learning based on challenges or problems.- Changes in the profile of students, new educational offerings available online and new objectives for learning based on competencies, require active and student-centered pedagogical methodologies that incorporate a technological base that facilitates its application.

Change in the role of the teacher.- Expose the changes promoted in the role of teachers in their educational activity and the new competencies required to promote the evolution of this role, in order to achieve the application in the classroom of educational experiences that facilitate the practice and integration of technical content and the development of "soft" skills in the student.

Incorporation of technology to support the teaching process.- Expose methodologies and experiences of use with intensity of the opportunities offered by Learning Analytics, BigData or AI to promote the transformation of traditional educational models and facilitate the evolution of the role of professional education.

Analysis of simulation models and technologies applied in other disciplines for the development of competencies and their possible transfer to business simulation.- Simulation in clinical, engineering or aeronautical settings are widely recognized and applied internationally. The evaluation of the techniques or methodologies applied in these environments as inspiration for the generation of new educational experiences.

An international scientific journal for reflection, research and analysis in this area, to be published in Spanish and English.

Published since April 2021, it is presented as a biannual magazine and with rigorous punctuality in April and October. The magazine has a scientific advisory council of more than fifty members, made up of prestigious researchers in this field, both from Spanish universities and from research centers and higher institutions in the Americas and Europe.

Company Games & Business Simulation Academic Journal, as a scientific journal that meets the internationally recognized parameters of quality headings, includes in all its works summaries and abstracts, as well as keywords and key words in Spanish and English. All papers, to be published, need to be evaluated by experts, members of the publication's advisory and editorial committees, and undergo peer review with a "blind" system (without the author's knowledge). Only when they receive the approval of two experts are they approved. In each work the date of reception and acceptance of the same is collected.

In its different sections, in which research prevails, monographs are collected on specific topics in this scientific field, as well as experiences, proposals, reflections, platforms, reviews, information to promote discussion and debate among the scientific and professional community of educational innovation applying educational technologies in the field of business management. In its pages, the researchers have a critical reflection forum, with a high scientific qualification, to reflect and collect the state of the question in this scientific field, in order to promote greater professionalization of this problem.

The journal is published by United Academic Journals (UA Journals), publisher of scientific journals created by the GITICE research group in 2015, and is edited by Company Game, a business simulation elearning platform.

This journal does not charge APCs or submission charges.

Dr. Enric Serradell

Dr. Alberto Marín Vidal

Dra. Inmaculada Puebla

Dr. Francisco José Martínez López

Editors of «Company Games & Business Simulation Academic Journal» (Spain)

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www.businesssimulationjournal.com



 

www.businesssimulationjournal.com

This email address is being protected from spambots. You need JavaScript enabled to view it.

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