Resumen
The development of information technology has contributed to changes in the approach to the learning process. Increasingly, in the framework of teaching is using modern methods of activating education. These can include: hardware simulators, educational decision games, and simulation. They can be classified into the so-called group: serious games. Numerous studies show the effectiveness of this type of solution, not only in the teaching process, as the element is diversified activities, but also in developing and improving social competence, skills and knowledge of the participant. The submitted considerations present the effectiveness of this kind of technology in the educational process of students of Logistics the University of Szczecin. The aim is not only to acquire the skills and taking quick decisions by using the environment and IT tools, but also to check the effectiveness of this type of solution, in terms of changes to knowledge skills and social competence. In addition, the teachers during the classes, carry out the surveys (input at the semester beginning and output at the end of the semester), whose purpose is to indicate the extent to which, during a 15-hour module are changed competence of students.