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<dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:invenio="http://invenio-software.org/elements/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><dc:identifier>doi:10.1111/bjet.12762</dc:identifier><dc:language>eng</dc:language><dc:creator>Buil, Isabel</dc:creator><dc:creator>Catalán, Sara</dc:creator><dc:creator>Martínez, Eva</dc:creator><dc:title>Engagement in business simulation games: A self-system model of motivational development</dc:title><dc:identifier>ART-2020-112562</dc:identifier><dc:description>This research draws on the self-system model of motivational development to explain how the use of business simulation games in class facilitates students’ engagement and enhances their learning. Based on a survey of 360 undergraduate students who played a business simulation game in a marketing course, the findings show that students’ perceptions of competence, autonomy, relatedness and self-efficacy have a positive impact on their cognitive, emotional and behavioural engagement. In addition, cognitive and emotional engagement have a positive influence on skills development and perceived learning.</dc:description><dc:date>2020</dc:date><dc:source>http://zaguan.unizar.es/record/95437</dc:source><dc:doi>10.1111/bjet.12762</dc:doi><dc:identifier>http://zaguan.unizar.es/record/95437</dc:identifier><dc:identifier>oai:zaguan.unizar.es:95437</dc:identifier><dc:relation>info:eu-repo/grantAgreement/ES/DGA-FSE/S54-17R</dc:relation><dc:relation>info:eu-repo/grantAgreement/ES/MINECO-FEDER/ECO2017-82103-P</dc:relation><dc:identifier.citation>BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY 51, 1 (2020), 297-311</dc:identifier.citation><dc:rights>All rights reserved</dc:rights><dc:rights>http://www.europeana.eu/rights/rr-f/</dc:rights><dc:rights>info:eu-repo/semantics/openAccess</dc:rights></dc:dc>

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