Shipping Management Simulation Game for Teaching and Learning in Higher Education: A Quasi-Experimental Study

Shanizan Herman Mohd Radzi, Wee Hoe Tan, Amri Yusoff
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引用次数: 3

Abstract

Purpose – This study aims to examine the effects of a simulation board game for teaching and learning shipping management at higher education. A framework of comprehensive shipping operation was developed according to the syllabus of the Shipping Management course in Universiti Utara Malaysia. The course core content in the game covers two main services—liner service and tramp service in the shipping industry. Methodology – A quasi-experimental research design has been adopted to measure the effectiveness of the board game in post-learning. Data were gathered from a sample of 73 undergraduate students who enrolled in Shipping Management course using non-equivalent control group design. The data was analysed using McNemar Test to determine the effect of the students’ achievement. Findings – The findings of this study revealed that using board game in learning activities can contribute to the improvement of students’ knowledge and skill. Further analysis indicated that there were differences in students’ achievement for the tramp services and liner services content. This improvement has boosted their confidence in making decision in solving problem related to the tramp services and liner services knowledge. Significance – The framework for the shipping management board game aims to provide the best learning experience for students when they immerse into solving problems and making decisions in the game. The framework can be used as a benchmark in the practice of game-based learning, particularly by affording students to engage learning by doing. Furthermore, this framework introduces a tangible problem space through the board game, encouraging students to discover knowledge on their own pace in a non-threatening environment.
高等教育船舶管理教学模拟游戏:准实验研究
目的:本研究旨在探讨模拟棋盘游戏对高等教育船舶管理教学的影响。根据马来西亚北方大学航运管理课程的教学大纲,制定了综合航运业务框架。游戏中的课程核心内容涵盖航运业中的班轮服务和不定期船服务两种主要服务。方法-采用准实验研究设计来衡量棋盘游戏在后学习中的有效性。采用非等效对照组设计,从73名注册航运管理课程的本科生中收集数据。使用麦克尼马尔测试对数据进行分析,以确定学生成绩的影响。研究结果-本研究的结果显示,在学习活动中使用棋盘游戏有助于提高学生的知识和技能。进一步分析表明,学生对不定期船服务和班轮服务内容的学习成绩存在差异。这提高了他们在解决与不定期船服务和班轮服务相关的问题时的决策信心。意义-航运管理棋盘游戏的框架旨在为学生提供最好的学习体验,当他们沉浸在解决问题和决策的游戏。该框架可以作为基于游戏的学习实践的基准,特别是通过让学生在实践中学习。此外,这个框架通过棋盘游戏引入了一个切实的问题空间,鼓励学生在一个没有威胁的环境中按照自己的节奏发现知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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