A. Tiron Tudor1, T. Farcas1, I. Cocian2

1Babes Bolyai University (ROMANIA)
E-learning modules and business simulation games are in our days frequent used by business educators in universities and in training providers companies. The most mentioned advantages of these new learning tools are the follows: helps to improve the decision-making skills, business competence and overall employability of participants by engaging them in an interactive, proactive and fun online learning environment.

Our paper framework is the ENELFA project, Entrepreneurship by E-Learning For Adults, a LdV Innovation Transfer Project financed by EU commission who combine the e-learning modules with a business simulation games. The e-learning modules are covering basic knowledge on SMEs localized on and tailored to (level + pedagogy) the target groups, facilitating the development of entrepreneurial skill groups by using Web2.0 techniques and business games in order to make the approach more attractive for the target groups.

This paper presents the students perception about using a e-learning environment and a business simulation game analyzing and interpreting the results of a questionnaire, The students are divided in two sub groups with different education background who may need different learning contents and also varied pedagogical approaches. First group includes university master students and the second one is composed by young graduates with the intention to start or to improve a business.

The results show the main advantages of these two tools used together in the same educational program, an online team environment, where participants can practice their business and decision-making skills, helping them to improve the understanding and knowledge of the complexity of global business operations in a dynamic, competitive environment.