Volume 8, Number 6
February 26, 2010
Abstract: Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable improvement in learning of business process management (BPM) methodology through the gaming software. However, improvement in learning through the system is indicated to be not as high in contrast to the case discussion reports and presentation project reports of the course involving research. These findings of the study may aid educators attempting to better integrate game-based learning with other methods of pedagogy.
Keywords: business process management, BPM, games, gaming, information systems education, instructional design, learning outcomes, pedagogy, second life, simulation, virtual reality
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Recommended Citation: Lawler and Joseph (2010). Educating Information Systems Students on Business Process Management (BPM) through Digital Gaming Metaphors of Virtual Reality. Information Systems Education Journal, 8 (6). http://isedj.org/8/6/. ISSN: 1545-679X. (A preliminary version appears in The Proceedings of ISECON 2009: §3114. ISSN: 1542-7382.)