Abstract

Background.Business simulations are being played by a growing number of students. One potential scope for their implementation is the introduction of game-based programs at an early stage of the education ladder. Teaching programs with computer-aided simulations are new tools addressed to both secondary school teachers and students. Aim. This article describes a secondary school program supported by a business simulation game. The program was designed to teach students fundamental knowledge in the fields of economics and business. Methodology. The article gives insight into the design process and the final product of this teaching and learning program. Demand modeling, econometric decision modeling sample, insights into game scenario design, and the teaching program material offer a broad picture of the scope and nature of this project. Results and Recommendations. The project illustrates the process of educational game design in a setting of many limitations. Application of user-centered design and flow methodologies was helpful in designing and implementing this game into a teaching program for secondary school students. The students benefit from an optimal experience owing to a goal-oriented, evolutionary model of demand and costs developed for the purpose of implementation of the project.

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