TY - GEN
T1 - Teaching the concepts of servitization using a serious gaming approach
AU - Drieschner, Clemens
AU - Senftl, Vinzenz
AU - Gruber, Markus
AU - Schulte-Tigges, Magnus
AU - Weber, Kristopher
AU - Utesch, Matthias Christoph
AU - Krcmar, Helmut
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/4/21
Y1 - 2021/4/21
N2 - Businesses in every industry are affected by progressing globalization and intensifying competition. Firms' leaders need skills to find new ways to create revenue and to evolve their business models continuously. Students should therefore be prepared to become tomorrow's firm leaders with education on business concepts in business transformation. This paper aims to analyze the effectiveness of introducing high school students to the concept of servitization with the serious game SwipeBike@TUM. SwipeBike@TUM was developed to apply business transformations in a game atmosphere while still be appealing at the same time. Within the game, the player takes up the role of C-Level Management to transform a bicycle manufacturer into a service provider through several business stages. The overall learning process is described by learning objectives and covers theoretical and practical parts. The evaluation with 29 students showed that SwipeBike@TUM improved their knowledge and self-evaluation of business models and transformation. For research, we contribute by demonstrating that serious gaming is a suitable teaching approach.
AB - Businesses in every industry are affected by progressing globalization and intensifying competition. Firms' leaders need skills to find new ways to create revenue and to evolve their business models continuously. Students should therefore be prepared to become tomorrow's firm leaders with education on business concepts in business transformation. This paper aims to analyze the effectiveness of introducing high school students to the concept of servitization with the serious game SwipeBike@TUM. SwipeBike@TUM was developed to apply business transformations in a game atmosphere while still be appealing at the same time. Within the game, the player takes up the role of C-Level Management to transform a bicycle manufacturer into a service provider through several business stages. The overall learning process is described by learning objectives and covers theoretical and practical parts. The evaluation with 29 students showed that SwipeBike@TUM improved their knowledge and self-evaluation of business models and transformation. For research, we contribute by demonstrating that serious gaming is a suitable teaching approach.
KW - Business model
KW - Business transformation
KW - Serious gaming
KW - Servitization
UR - https://www.scopus.com/pages/publications/85112465124
U2 - 10.1109/EDUCON46332.2021.9454050
DO - 10.1109/EDUCON46332.2021.9454050
M3 - Conference contribution
AN - SCOPUS:85112465124
T3 - IEEE Global Engineering Education Conference, EDUCON
SP - 1537
EP - 1545
BT - Proceedings of the 2021 IEEE Global Engineering Education Conference, EDUCON 2021
A2 - Klinger, Thomas
A2 - Kollmitzer, Christian
A2 - Pester, Andreas
PB - IEEE Computer Society
T2 - 2021 IEEE Global Engineering Education Conference, EDUCON 2021
Y2 - 21 April 2021 through 23 April 2021
ER -