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This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students’ opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results suggested that students had more positive attitudes toward video game-based learning than toward traditional education. Additionally, video game-based learning yielded more positive learning experiences than did traditional instruction. In summary, video game-based learning was found to have positive effects on the instruction of undergraduate courses on supply chain and logistics management.
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Stored only when both papers are in the corpus — 24 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.