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Title:VPLIVI RAČUNALNIŠKIH IGER NA PROCES UČENJA MODELIRANJA POSLOVNIH PROCESOV: REŠEVANJE POSLOVNIH PROBLEMOV V SIMULACIJAH Z ZNANJI IN METODAMI IGRALCA RAČUNALNIŠKIH IGER
Authors:ID Štucin, Rok (Author)
ID Roblek, Matjaž (Mentor) More about this mentor... New window
Files:.pdf UNI_Stucin_Rok_2012.pdf (2,58 MB)
MD5: 1BC5EE50FB7E23CF621FF0B62D3BF218
PID: 20.500.12556/dkum/faa9c4f2-7e90-4423-ac12-d5fef246e6de
 
Language:Slovenian
Work type:Undergraduate thesis
Organization:FOV - Faculty of Organizational Sciences in Kranj
Abstract:Diplomsko delo zajema temo računalniških iger in njihov vpliv na proces učenja modeliranja poslovnih procesov. Ker je to področje izredno obsežno, saj je zaradi relativno zanimivih področji, v zadnjih letih postalo predmet raznih teorij in raziskav, smo se odločili, da temo te diplomske naloge bolje usmerimo. To diplomsko delo se tako, v okvirju teme računalniških iger in njihovih vplivov na učenje modeliranja poslovnih procesov, ukvarja z vprašanjem simulatorjev in reševanja poslovnih problemov s pomočjo znanja igralcev računalniških iger. Namen je prikazati sposobnosti in delo igralcev računalniških iger, ki skozi opravljanje nalog v svojem svetu, lahko pridobijo sposobnosti, ki bi ob primerni uporabi lahko koristile nekemu podjetju. Osnovo našemu delu so predstavljale ugotovitve in raziskave na temo igrificiranja in uporabe tehnik računalniških iger, kot orodje spodbujanja produktivnosti dela, ki jih je moč poiskati na svetovnem spletu. Postavili smo si dve hipotezi, ki sta nam predstavljali dva glavna problema našega diplomskega dela. Prva hipoteza, se nanaša na problem prenosljivosti znanj iz področja računalniških iger v poslovni svet. Na podlagi raziskav na temo znanj in sposobnosti igralcev računalniških iger je razvidno, da določena znanja obstajajo, ključno vprašanje pa še vedno ostaja moč prenosa le-teh. Zaradi težav pri izvajanju raziskovalnega dela in rezultatov, ki smo jih pridobili z izvajanjem ankete, smo morali Hipotezo 1 zavrniti, saj ni bilo zaznati kakršnega koli pozitivnega učinka, ki bi jih te sposobnosti prinesle. Druga hipoteza tega diplomskega dela se je nanašala na reševanje poslovnih problemov, z znanji igralcev računalniških iger v okolju poslovne simulacije (poslovne igre INNOV-8). Teorija je predstavljala možnosti, da sposobnosti igralcev računalniških iger privedejo do različnih rešitev nalog, katere smo po opravljeni raziskavi želeli primerjati. Ponovno smo imeli težavo z izvedbo raziskave, katera bi to teorijo potrdila. Glede na podatke, ki smo jih prejeli skozi anketo, smo Hipotezo 2 ob koncu diplomskega dela, bili primorani zavrniti. Za konec diplomskega dela, smo se zavezali, da tega problema ne bomo opustili, četudi nas je do trenutnih zaključkov privedel splet okoliščin, katerega nismo uspeli predvideti. Obenem ostajamo mnenja, da sta sveta računalniških iger in poslovanja v osnovi tako podobna, da bomo v prihodnosti opazili veliko pretoka idej, iz enega sveta, v drugega.
Keywords:igričar, prenos znanja, računalniške igre, poslovanje, simulacije
Place of publishing:Kranj
Year of publishing:2012
PID:20.500.12556/DKUM-37030 New window
COBISS.SI-ID:7057171  New window
NUK URN:URN:SI:UM:DK:I9RF6NB8
Publication date in DKUM:13.09.2012
Views:1665
Downloads:256
Metadata:XML DC-XML DC-RDF
Categories:FOV
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Secondary language

Language:English
Title:THE IMPACT OF COMPUTER GAMES ON THE LEARNING PROCESS OF BUSINESS PROCESS MODELING: SOLVING BUSINESS PROBLEMS IN SIMULATIONS WITH THE KNOWLEDGE AND METHODS OF GAMERS
Abstract:The topic of this thesis covers computer games and their impact on the learning process of business process modelling. In light of the fact, that due to the rising interest in research and theoretical discussions of this topic in the recent years, we have decided to steer this thesis into a more focused part underneath it. With that in mind, this thesis focuses on a crucial aspect of gaming influence on business process modelling, tackling the question of simulations and the use of gaming techniques and knowledge, to solve business problems. The goal of this thesis is to show, that though gaming, gamers acquire a set of skills, which if developed and used correctly can help a business in its work process. The basis for this thesis is taken from published articles and research in gamification and gaming in general, conducted in the recent past, that have shown connections between the two worlds. In order to develop our theory, we have set up two hypotheses, which specified two of the main problems in our theory. The first hypothesis, was cantered around the problem, of knowledge transfer from one world to another. Going by the theory and research available to us, it is evident that one can transfer knowledge and techniques. However, the question of strength of said knowledge and techniques, is still crucial and was one of the main problems. Unfortunately, due to unforeseen complications in our original research idea, we were unable to fundamentally prove the 1st hypothesis. According to the data, provided by our survey, which suggested minimal benefits, we had to reject the 1st hypothesis. The second hypothesis discussed problem solving in the environment of business simulations (INNOV-8), with the help of knowledge and skills of gamers. Our theory gave us a possibility, that gaming techniques and knowledge will provide interesting ways of solving business problems, which we planned on comparing within our original research plans. The difficulties, which resulted in the cancelation of our original research plans, have again prevented us from attaining sufficient data, to prove this theory. Drawing on the results of our survey, we were forced to reject the second hypothesis, in the conclusion of this thesis. In the end of this thesis we have decided, that even though our current research together with an unforeseen turn of event, led us to the rejection of both hypotheses, we won't abandon this problem. We still believe, that the world of gaming and the world of business, share many common traits, which will lead to many interesting theories in the near future.
Keywords:gamer, knowledge transfer, computer games, business, simulations


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