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Resultados para la búsqueda "learning outcomes" : 2 resultados
Digitization in the banking sector
Arturo Callau Berenguer

Digitization (action by which analogue processes, procedures, and objects are converted to digital format) can lead to the internal transformation of companies’ business models, strategies, processes, and procedures, which we generally call digital transformation.

 

This digital transformation, or the ability to carry it out, could be seen as a competitive advantage. If we take the banking sector as an example and, within it, we differentiate purely digital players and compare them to traditional players, we could conclude that the competitive advantage is not just about digitization and digital transformation of the former, but a much broader positioning that encompasses the company’s attitude towards innovation – called innovation orientation –, of which one of its results would be, for example, digitization and subsequent digital transformation.

 

This article aims to identify the key characteristics of purely digital players when compared to their traditional competitors in relation to innovation orientation and what differential characteristics have helped them achieve that level of digitization and digital transformation – understood as a result of such innovation orientation – successfully.

Using games and business games in a learning environment
Enric Serradell López

Business simulations or business games are increasingly used in classrooms around the world. This paper presents some concepts related to the growing use of gamification in the
classroom and proposes a terminology to help ensure their dissemination in a clear manner. The main advantages of the use of serious games in a teaching environment are presented in the results of an investigation that permanently studies the impact of the use of business simulations in the skills of the participants. The main advantages of the use of serious games in an educational environment are the ability to extend and deepen the knowledge acquired by participants through problem solving and decision making in real time, without affecting decisions or any critical key resources, and give more confidence to the participants to make critical decisions in the future. In the coming years, we will see an extension of the process of gamification and the use of simulators in teaching environments.

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