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Motivational and Occupational Self-efficacy Outcomes of Students in a BPM Course: The Role of Industry Tools vs Digital Games

机译:BPM课程中学生的励志和职业自我疗效结果:行业工具的作用与数字游戏

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While past studies have considered the educational benefits of industry tools and simulated games within BPM courses, the relative efficacy of these interventions for student outcomes has not yet been established. In this study we sought to determine whether added exposure to industry tools would be more, or less, effective at influencing students' perceived competence, intrinsic motivation and occupational self-efficacy for BPM than exposure to a digital BPM game. An experimental study was carried out on 38 students and revealed that students exposed to additional industry tools reported increased levels of occupational self-efficacy, while those exposed to the digital game reported lower levels of perceived competence. Results have useful implications for BPM educators.
机译:虽然过去的研究已经考虑了在BPM课程中的行业工具和模拟游戏的教育效益,但尚未建立这些学生结果的这些干预措施的相对效果。在这项研究中,我们试图确定在行业工具的增加的接触是更多,或更少,有效地影响学生的感知能力,在BPM的感知能力,内在动机和职业自我效能,而不是接触数字BPM游戏。在38名学生进行了一个实验研究,并透露,暴露于额外行业工具的学生报告职业自我效能的程度增加,而那些暴露于数字游戏的人报告了较低的感知能力。结果对BPM教育者具有有益的影响。

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