Digital serious game to engage business students in active lectures: a pilot study

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Tobias Endress, Anton Pussep, Markus Schief
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引用次数: 0

Abstract

Purpose This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making). The simulation is designed to engage students, facilitate group work in teams and actively apply the knowledge from the lectures. Design/methodology/approach Qualitative research methods and a pilot version of the simulation game in an actual classroom setting were used. The primary LO was to apply decision-making in groups and experience the consequences of decisions on business success. The students were assigned randomly to five groups representing different competing companies. Findings This study revealed that a simulation game with a reduced scope can facilitate interaction and participation in online lectures. It demonstrated that it is possible to obtain the main benefits of simulation-based learning with a simple game that consists of few decision variables and requires minimal training. Research limitations/implications There are limitations to this pilot study, some of which need to be address in future research. One limitation is the small number of participants (21). Another limitation is that all participants were from a class at an Asian university. While adding to existing research that focused primarily on Anglo-America and Europe, this study’s approach should be evaluated with more subjects from varying cultural backgrounds to validate the findings. The evaluation could be improved with more participants but also additional questions to measure how and why this study’s approach benefits learning success. E.g. it should be explored what component of decision-making or group learning was most significant. With this, it would also be interesting to explore incremental learning and learning across groups along the study duration. Practical implications The simulation game can be used in business education. Students enjoyed the interaction with their peers and the instructor. The students stated that it was a good learning experience for them and they made good learning progress. Originality/value The prototype demonstrated the general feasibility and the smooth handling of the practical application and integration in online lectures. The aim to develop a serious simulation game for online classes was achieved. It was possible to obtain the main benefits of simulation-based learning with a simple game that consists of few decision variables and therefore requires minimal training and time.
利用数字严肃游戏吸引商学院学生积极听课:一项试点研究
目的本研究旨在探讨一种促进在线学习环境中参与和互动的综合方法。为配合讲座的具体学习目标,我们设计了一个模拟游戏,让学生有机会运用相关的实践技能(管理和小组决策)。模拟的目的是让学生参与进来,促进团队合作,并积极应用讲座中的知识。设计/方法论/方法定性研究方法和模拟游戏的试点版本在实际课堂环境中使用。主要的LO是在团队中应用决策,并体验决策对商业成功的影响。学生们被随机分为五组,代表不同的竞争公司。研究结果表明,缩小范围的模拟游戏可以促进在线课程的互动和参与。它证明了可以通过一个简单的游戏获得基于模拟的学习的主要好处,这个游戏由很少的决策变量组成,需要最少的训练。研究局限性/启示本初步研究存在局限性,其中一些需要在未来的研究中加以解决。一个限制是参与者数量少(21人)。另一个限制是,所有参与者都来自亚洲大学的一个班级。虽然现有的研究主要集中在英美和欧洲,但这项研究的方法应该得到更多来自不同文化背景的研究对象的评估,以验证研究结果。有了更多的参与者,评估可以得到改进,但也会有额外的问题来衡量这项研究的方法如何以及为什么有利于学习成功。例如,应该探索决策或小组学习的哪个组成部分最重要。有了这个,在研究期间探索增量学习和跨小组学习也会很有趣。实际意义模拟游戏可用于商业教育。学生们很享受与同学和老师的互动。学生们表示,这对他们来说是一次很好的学习经历,他们在学习上取得了很好的进步。原创性/价值该原型演示了在网络讲座中实际应用和集成的总体可行性和处理的流畅性。为在线课堂开发一款严肃的模拟游戏的目标实现了。我们可以通过一个包含少量决策变量的简单游戏获得基于模拟的学习的主要好处,因此只需要最少的训练和时间。
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来源期刊
Journal of International Education in Business
Journal of International Education in Business EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
0.50
自引率
6.70%
发文量
19
期刊介绍: The journal of International Education in Business (JIEB) is a peer reviewed journal concerned with theoretical and pedagogic aspects of international education in business schools and its flow-on implications for the workplace. The journal publishes papers that are concerned with: - international education, - cross- and inter-cultural aspects of internationalisation, - internationalisation of business schools, - business school teaching and learning, - academic and social engagement of students, - recruitment and marketing of business education in international contexts, - quality processes with respect to internationalisation, and - global organisations as stakeholders of internationalisation. Theoretical and empirical papers (qualitative and quantitative) as well as case analyses are invited. Papers that explore micro- and macro-perspectives in business and international education are also included.
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