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Serious games in business process management: a systematic literature review

机译:业务流程管理中的严重游戏:系统文献综述

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Purpose This study conducts a systematic literature review (SLR) on serious games in the BPM domain, in order to answer: RQ1 - what are BPM games' learning objectives and design characteristics? RQ2 - How rigorously each BPM game was evaluated in terms of their effectiveness and entertainment?. Design/methodology/approach We followed the PRISMA statement method and systematic literature review standards. Selected studies were analyzed using qualitative evidence synthesis. Findings We found 37 references that describe 15 serious games within the BPM domain. Games are diverse, ranging from analog games that need a few hours to complete to complex digital games that require many sessions. Game evaluation should be generally improved as 27 publications can be considered as quasi-experimental or nonexperimental and potentially biased. Research limitations/implications Future research should focus on developing new games about process implementation and using other notations besides BPMN. More studies testing the reliability and validity of existing games in different settings and using more rigorous experimental designs are also necessary. Practitioners can identify thoroughly evaluated games relevant to their learning objectives. Originality/value This is the first SLR about BPM games. It consolidates the literature, analyzes, describes and categorizes 15 games with respect to their internal characteristics and evaluation reliability.
机译:目的本研究在BPM域中的严重游戏中进行系统文献综述(SLR),以便回答:RQ1 - 什么是BPM游戏的学习目标和设计特征? RQ2 - 每个BPM游戏都在其有效性和娱乐方面进行了评估了多么严格?设计/方法/方法我们遵循PRISMA陈述方法和系统文献综述标准。使用定性证据合成分析了所选研究。调查结果我们在BPM域中描述了描述了15个严重游戏的参考。游戏是多样的,从模拟游戏中需要几个小时才能完成需要许多会话的复杂数字游戏。游戏评估应该通常改善,因为27个出版物可以被视为准实验或非激活和潜在的偏见。研究限制/影响未来的研究应该侧重于开发关于流程实现的新游戏,除了BPMN之外的其他符号。更多的研究在不同的环境中测试现有游戏的可靠性和有效性以及使用更严格的实验设计也是必要的。从业者可以识别与他们的学习目标相关的彻底评估。原创性/值这是关于BPM游戏的第一个SLR。它巩固了文献,分析,描述了与其内部特征和评估可靠性的15场比赛。

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