Immersive Game-Based Experiential Learning for International Business Challenges

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.1.4012

Keywords:

Higher education, educational innovation, game-based learning, virtual reality, experiential learning

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.

Author Biographies

Aline Castillo Moreno, Tecnologico de Monterrey, Estado de México, México

Aline Castillo Moreno, PhD candidate in Finance and Business Administration, is CEO of CLeaders and a researcher in educational innovation, game-based learning, and immersive technologies. Her research bridges academia and industry, advancing sustainable business practices, export development, and global value chain competitiveness.

Mario Alberto Caudillo Melgoza, CLeaders, Estado de México, México

Mario Alberto Caudillo Melgoza, researcher and CTO at CLeaders, specializes in game-based learning, human flourishing, and the future of education. His work explores instructional design, mega-games, and immersive experiences in interdisciplinary education, focusing on their impact on student motivation, engagement, and learning outcomes.

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Published

2025-09-26