衡量在可持续创业游戏环境下学习经济原则的有效性:一种自举方法

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Clemens Drieschner;Ferdinand Xiong;Florian Bajraktari;Matthias C. Utesch;Jörg Weking;Helmut Krcmar
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引用次数: 0

摘要

对可持续产品和服务日益增长的需求,带来了一系列创新商业解决方案的创业机会。这些新机遇需要新颖的创业技能来设计、发展和维持可持续企业。然而,现有的教育游戏并未涉及可持续创业所需的具体技能。本作品介绍了一种互动式商业游戏,它能以引人入胜和实用的方式促进学习,让学习者为成为未来的企业家做好准备。我们的商业游戏旨在将学习者的自我评估技能和自信心在李克特五点量表上至少提高一个点。游戏被嵌入到一个教学框架中,伴随着讲座和讨论部分,学习者在游戏中管理自己的自行车租赁业务,并对自己的决策进行自我反思。游戏场景允许玩家引导自己的企业经历三个成长阶段:生存、成长和扩张。在这项研究中,151 名高中生参与了所有阶段的评估。他们在前测和后测中评估了自己的知识,并根据游戏的易用性对开发的游戏进行了评判。学习者的可持续创业知识和技能有了显著提高。因此,这项研究证实了混合教学法是这一专业领域的可行教学工具。此外,包含游戏介绍和后续汇报的整体教学框架也为商业游戏的成功做出了贡献。符号检验和带置信区间的引导法是对学习者的进步进行统计量化的简单方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring the Effectiveness of Learning Economic Principles in a Sustainable Entrepreneurship Game-Based Setting: A Bootstrapping Approach
The growing demand for sustainable products and services has led to the emergence of a range of entrepreneurial opportunities for innovative business solutions. These new opportunities require novel entrepreneurial skills to design, grow, and maintain sustainable businesses. However, existing educational games do not address the specific skills needed for sustainable entrepreneurship. This work introduces an interactive business game that enables learning in an engaging and practical way to prepare learners to become the entrepreneurs of tomorrow. Our business game is intended to increase learners’ self-assessed skills and self-confidence by at least one point on the five-point Likert scale. The game is embedded into a didactic framework accompanied by a lecture and discussion part where learners manage their bike rental business and self-reflect on their decisions. The game scenario allows the players to guide their business through three growth stages: survival, growth, and expansion. In this study, 151 high school students participated in the evaluation across all stages. They assessed their knowledge in a pretest and a posttest and judged the developed game on its ease of use. The learners’ sustainable entrepreneurship knowledge and skills improved significantly. This study thus confirms the mixed approach as a viable teaching tool for this area of expertise. Furthermore, a holistic didactic framework with an introduction to the game and subsequent debriefing contributes to the success of the business game too. A sign test and bootstrapping with confidence intervals constituted a simple means of statistically quantifying the learners’ improvement.
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来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
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