The effect of student self-efficacy on learning outcomes in a business simulation mobile game: a quasi-experimental study

IF 3.4 3区 管理学 0 INFORMATION SCIENCE & LIBRARY SCIENCE
Qixing Yang, Quan Chen, Jingan Wang, Ruiqiu Ou
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引用次数: 2

Abstract

PurposeThis study has two objectives: to explore the factors that influence student self-efficacy regarding engagement and learning outcomes in a business simulation game course and to compare the difference between hierarchical and general teaching methods.Design/methodology/approachFrom September 2021 to May 2022, a questionnaire was administered to 126 students in a business simulation game course at the Zhongshan Institute, University of Electronic Science and Technology of China. Data were analyzed using nonparametric paired samples tests and linear regression.FindingsThe results showed that student self-efficacy, engagement and learning outcomes were significantly higher with the hierarchical teaching method than with the general teaching method. There were also differences in the factors that influenced self-efficacy regarding learning outcomes between the two teaching methods. With the general teaching method, student self-efficacy did not directly affect learning outcomes, but did so indirectly by mediating the effect of engagement. However, with the hierarchical teaching method, self-efficacy directly and significantly affected learning outcomes, in addition to indirectly affecting learning outcomes through student engagement.Research limitations/implicationsCompared with the control group experimental research method, the quasi-experimental research method can eliminate the influence of sample heterogeneity itself, but the state of the same sample may change at different times, which is not necessarily caused by the hierarchical teaching design.Practical implicationsBased on the results of this study, teachers can apply hierarchical teaching according to student ability levels when integrating business simulation games. The results of this study can inspire teachers to protect student self-confidence and make teaching objectives and specific requirements clear in the beginning of the course, and also provide an important practical suggestion for students on how to improve their course performance.Social implicationsThe research results can be extended to other courses. Teachers can improve students' self-efficacy through hierarchical teaching design, thus improving students' learning performance and also provide reference value for students to improve their learning performance.Originality/valueThis study built a model based on self-system model of motivational development (SSMMD) theory, comparing factors that affect student self-efficacy regarding learning outcomes under different teaching methods. The model enriches the literature on SSMMD theory as applied to business simulation game courses and adds to our understanding of hierarchical teaching methods in this field. The results provide a valuable reference for teachers that can improve teaching methods and learning outcomes.
学生自我效能感对商业模拟手机游戏学习效果的影响:一项准实验研究
目的本研究有两个目的:探讨影响学生在商业模拟游戏课程中的参与和学习结果自我效能感的因素,并比较分层教学方法和一般教学方法之间的差异。设计/方法论/方法从2021年9月到2022年5月,对中国电子科技大学中山学院商业模拟游戏课程的126名学生进行了问卷调查。使用非参数配对样本检验和线性回归对数据进行分析。结果表明,分层教学法的学生自我效能感、参与度和学习效果显著高于一般教学法。两种教学方法在影响学习结果自我效能感的因素上也存在差异。在一般教学方法中,学生自我效能感并不直接影响学习结果,而是通过中介参与效应间接影响学习结果。然而,在分层教学法中,自我效能感除了通过学生参与间接影响学习结果外,还直接且显著地影响学习结果。研究局限性/含义与对照组实验研究方法相比,准实验研究方法可以消除样本异质性本身的影响,但同一样本的状态可能在不同时间发生变化,这不一定是分层教学设计造成的。实践意义基于本研究的结果,教师在整合商业模拟游戏时可以根据学生的能力水平应用分层教学。本研究的结果可以启发教师在课程开始时保护学生的自信心,明确教学目标和具体要求,也为学生如何提高课程成绩提供了重要的实践建议。社会含义研究结果可以推广到其他课程。教师可以通过分层教学设计来提高学生的自我效能感,从而提高学生的学习成绩,也为学生提高学习成绩提供参考价值。独创性/价值本研究建立了一个基于动机发展自我系统模型(SSMMD)理论的模型,比较了不同教学方法下影响学生学习结果自我效能的因素。该模型丰富了SSMMD理论应用于商业模拟游戏课程的文献,增加了我们对该领域分层教学方法的理解。研究结果为教师改进教学方法和学习效果提供了宝贵的参考。
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来源期刊
Library Hi Tech
Library Hi Tech INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
8.30
自引率
44.10%
发文量
97
期刊介绍: ■Integrated library systems ■Networking ■Strategic planning ■Policy implementation across entire institutions ■Security ■Automation systems ■The role of consortia ■Resource access initiatives ■Architecture and technology ■Electronic publishing ■Library technology in specific countries ■User perspectives on technology ■How technology can help disabled library users ■Library-related web sites
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