ERPsim游戏在A管理决策课堂上的创新应用:实证研究

G. Dick, A. Akbulut
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引用次数: 7

摘要

目的/目的:企业资源规划(ERP)模拟(ERPsim)游戏已被应用于信息系统课程,向学生讲授ERP系统和业务流程。本研究探讨了ERPsim游戏的使用是否可以扩展到其他管理学科。更具体地说,本研究报告了在一个新的背景下,在本科管理决策课程中创新性地使用ERPsim游戏,以提高学生的感知学习成果和满意度。背景:在本研究中,ERPsim游戏被用来为学生提供在战术和作战决策中使用信息的实践经验,并说明重要的课程概念,如锚定、偏见和有限意识等。本研究的理论框架来源于教育环境中的技术接受和虚拟学习环境有效性研究的文献。研究方法:采用调查法收集数据,检验研究模型。采用单样本t检验和偏最小二乘(PLS)进行实证分析。138名学生参与了这项研究。贡献:通过开发和测试一个合理的研究模型,我们得出结论,ERPsim游戏的使用可以成功地从当前的信息系统领域扩展到非技术的管理课程,以有趣和愉快的方式增强学生对管理概念的理解,同时使学生获得使用信息进行决策的实际实践经验。同时,ERPsim游戏已在IS教育中得到应用;本文提供了在不同的上下文中使用它们的机会。研究结果:研究证实了ERPsim游戏在提高学生的学习成果感知和管理课程满意度方面是有用的。它还确定了直接或间接影响学生在这些课程中的学习成果和满意度的因素。对从业人员的建议:模拟的使用与新的高等商学院协会(AACSB)指南相关,该指南强调需要将基于证据、技术和数据驱动的决策纳入商业课程,以解决现实世界的商业问题。这项研究还应该鼓励教育工作者通过实验这种特殊的模拟或类似的模拟来创新他们自己的课程。对研究人员的建议:研究人员应该使用额外的样本来增加研究结果的普遍性。他们还应该通过纳入其他因素来扩展目前的研究模式。对社会的影响:该研究支持使用模拟游戏来改善学生的学习体验,并帮助他们更好地理解管理决策,这将使毕业生更有效地过渡到管理角色。未来的研究:未来的研究应该包括建立和验证在课堂上使用这些模拟的最佳实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Innovative Use of the ERPsim Game in A Management Decision Making Class: An Empirical Study
Aim/Purpose: Enterprise Resource Planning (ERP) simulation (ERPsim) games have been used in Information Systems courses to teach students ERP systems and business processes. This study investigates whether the use of ERPsim games can be extended to other management disciplines. More specifically, this study reports on using the ERPsim games innovatively in a new context, in an undergraduate managerial decision making course, to enhance student perceived learning outcomes and satisfaction. Background: In this study, the ERPsim games were used to provide students with practical experience about using information in tactical and operational decision making and to illustrate important course concepts such as anchoring, bias, and bounded awareness, among others. The theoretical framework leveraged in this study was derived from the literature on technology acceptance in educational settings and the studies on virtual learning environment effectiveness. Methodology: Survey methodology was used to collect the data and test the research model. One sample t-tests and partial least squares (PLS) were used for empirical analysis. 138 students participated in the study. Contribution: By developing and testing a sound research model, we conclude that the use of ERPsim games can be successfully extended from their current domain of Information Systems to management courses that are not technical to enhance student understanding of managerial concepts in a fun and enjoyable way while enabling students to gain realistic practical experience in using information for decision making. While, the ERPsim games have been used in IS education; this paper presents an opportunity to use them in a different context. Findings: The study confirms that the ERPsim games are useful in improving student perceived learning outcomes and the level of satisfaction in management courses. It also identifies the factors that directly or indirectly shape student learning outcomes and satisfaction in such courses. Recommendations for Practitioners: The use of the simulations has relevance to the new Association to Advance Collegiate Schools of Business (AACSB) guidelines that emphasize the need to incorporate evidence based, technology and data-driven decision making to solve real-world business problems into business curriculum. The study should also encourage educators to innovate in their own courses by experimenting with this particular simulation or similar simulations. Recommendation for Researchers: Researchers should use additional samples to increase the generalizability of the findings. They should also extend the current research model by incorporating additional factors. Impact on Society: The study provides support for the use of a simulation game to improve students’ learning experiences and to help them better understand managerial decision making, which would allow graduates to more effectively transition into managerial roles. Future Research: Future research should include establishing and validating the best practices surrounding the use of these simulations in the classroom.
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