Immersive Game-Based Experiential Learning for International Business Challenges

Higher education increasingly demands innovative instructional strategies that bridge the gap between academic theory and professional practice. In international business programs, access to real-world environments such as ports, customs facilities, and production centers has become progressively limited due to logistical and institutional constraints. As a result, educators are exploring alternatives that maintain experiential richness while adapting to evolving conditions. This paper presents an educational innovation that applies game-based learning and experiential learning frameworks through immersive virtual reality (VR). Two interactive VR simulations were developed to enhance student engagement and skill acquisition. The first experience focuses on individual decision-making in a global logistics scenario, requiring students to complete documentation, coordinate shipments, and solve operational challenges. The second emphasizes collaborative learning, guiding teams through the regulated production and export of a culturally significant product with protected designation of origin. Both simulations embed pedagogical objectives within dynamic, narrative-driven environments that reflect real-world complexity. By leveraging existing VR infrastructure across multiple campuses, the project aligns technological capability with curriculum needs to create scalable, high-impact educational experiences. These tools promote critical thinking, problem-solving, and communication while offering a viable substitute for traditional fieldwork. The paper concludes by outlining future research directions focused on implementation and impact evaluation. These efforts aim to contribute to broader conversations about the role of virtual reality and game-based methodologies in transforming experiential learning in higher education.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.1.4012
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Immersive Game-Based Experiential Learning for International Business Challenges

Mario Alberto Caudillo Melgoza, Aline Castillo Moreno
European Conference on Games Based Learning
Educational Games and Gamification
article

Immersive Game-Based Experiential Learning for International Business Challenges

Mario Alberto Caudillo Melgoza, Aline Castillo Moreno
article en

Abstract

Higher education increasingly demands innovative instructional strategies that bridge the gap between academic theory and professional practice. In international business programs, access to real-world environments such as ports, customs facilities, and production centers has become progressively limited due to logistical and institutional constraints. As a result, educators are exploring alternatives that maintain experiential richness while adapting to evolving conditions. This paper presents an educational innovation that applies game-based learning and experiential learning frameworks through immersive virtual reality (VR). Two interactive VR simulations were developed to enhance student engagement and skill acquisition. The first experience focuses on individual decision-making in a global logistics scenario, requiring students to complete documentation, coordinate shipments, and solve operational challenges. The second emphasizes collaborative learning, guiding teams through the regulated production and export of a culturally significant product with protected designation of origin. Both simulations embed pedagogical objectives within dynamic, narrative-driven environments that reflect real-world complexity. By leveraging existing VR infrastructure across multiple campuses, the project aligns technological capability with curriculum needs to create scalable, high-impact educational experiences. These tools promote critical thinking, problem-solving, and communication while offering a viable substitute for traditional fieldwork. The paper concludes by outlining future research directions focused on implementation and impact evaluation. These efforts aim to contribute to broader conversations about the role of virtual reality and game-based methodologies in transforming experiential learning in higher education.

European Conference on Games Based LearningVol. 19(1)
Instituto de Salud del Estado de México (MX), Tecnológico de Monterrey (MX)
Instituto Tecnológico y de Estudios Superiores de Monterrey
Openalex Percentile: Top 59%
Educational Games and Gamification
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