Loading…
Digital Serious Game to Engage Business Students in Active Lectures: A Pilot Study
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...
Saved in:
Published in: | Journal of International Education in Business 2023-01, Vol.16 (1), p.115-128 |
---|---|
Main Authors: | , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | cdi_FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3 |
---|---|
cites | cdi_FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3 |
container_end_page | 128 |
container_issue | 1 |
container_start_page | 115 |
container_title | Journal of International Education in Business |
container_volume | 16 |
creator | Endress, Tobias Pussep, Anton Schief, Markus |
description | 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 |
doi_str_mv | 10.1108/JIEB-04-2022-0025 |
format | article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2759904658</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ericid>EJ1361381</ericid><sourcerecordid>2759904658</sourcerecordid><originalsourceid>FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3</originalsourceid><addsrcrecordid>eNo9kE1LAzEQhoMoWGp_gAch4Dmar_3y1ta1thQUq-AtpNlJSWl3a5IV-u_dteJpLs87M--D0DWjd4zR_H4xLyeESsIp54RSnpyhActFSgRP2TkacCpTItPi8xKNQthSShnNRJKnA_T26DYu6h1egXdNG_BM7wHHBpf1Rm8AT9rgaggBr2JbQR0DdjUem-i-AS_BxNZDeMBj_Op2TfyFjlfowupdgNHfHKKPp_J9-kyWL7P5dLwkRnARicwY1Tajoug_qWxeCVNoKU22tlCtK-h6WGa0KKQBZmG9TqDKdUWlhQKkFUN0e9p78M1XCyGqbdP6ujupeJYURVc6yTuKnSjjmxA8WHXwbq_9UTGqenuqt6eoVL091dvrMjenTOfE_PPlgomUiZyJH3tja88</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2759904658</pqid></control><display><type>article</type><title>Digital Serious Game to Engage Business Students in Active Lectures: A Pilot Study</title><source>ABI/INFORM global</source><source>Emerald:Jisc Collections:Emerald Subject Collections HE and FE 2024-2026:Emerald Premier (reading list)</source><source>ERIC</source><source>ProQuest Social Science Premium Collection</source><source>Education Collection</source><creator>Endress, Tobias ; Pussep, Anton ; Schief, Markus</creator><creatorcontrib>Endress, Tobias ; Pussep, Anton ; Schief, Markus</creatorcontrib><description>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.</description><identifier>ISSN: 2046-469X</identifier><identifier>EISSN: 1836-3261</identifier><identifier>DOI: 10.1108/JIEB-04-2022-0025</identifier><language>eng</language><publisher>Acton: Emerald Publishing Limited</publisher><subject>Active Learning ; Behavioral Objectives ; Business Administration Education ; Computer & video games ; COVID-19 ; Decision Making ; Distance learning ; Doctoral Students ; Educational Games ; Educational software ; Foreign Countries ; Graduate Students ; Learner Engagement ; Literature Reviews ; Online Courses ; Simulation ; Student Motivation ; Teaching ; Video Games</subject><ispartof>Journal of International Education in Business, 2023-01, Vol.16 (1), p.115-128</ispartof><rights>Emerald Publishing Limited.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3</citedby><cites>FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2759904658/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2759904658?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,776,780,11667,21357,21373,27901,27902,33588,33854,36037,43709,43856,44339,73964,74140,74638</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1361381$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Endress, Tobias</creatorcontrib><creatorcontrib>Pussep, Anton</creatorcontrib><creatorcontrib>Schief, Markus</creatorcontrib><title>Digital Serious Game to Engage Business Students in Active Lectures: A Pilot Study</title><title>Journal of International Education in Business</title><description>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.</description><subject>Active Learning</subject><subject>Behavioral Objectives</subject><subject>Business Administration Education</subject><subject>Computer & video games</subject><subject>COVID-19</subject><subject>Decision Making</subject><subject>Distance learning</subject><subject>Doctoral Students</subject><subject>Educational Games</subject><subject>Educational software</subject><subject>Foreign Countries</subject><subject>Graduate Students</subject><subject>Learner Engagement</subject><subject>Literature Reviews</subject><subject>Online Courses</subject><subject>Simulation</subject><subject>Student Motivation</subject><subject>Teaching</subject><subject>Video Games</subject><issn>2046-469X</issn><issn>1836-3261</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>7SW</sourceid><sourceid>ALSLI</sourceid><sourceid>CJNVE</sourceid><sourceid>M0C</sourceid><sourceid>M0P</sourceid><recordid>eNo9kE1LAzEQhoMoWGp_gAch4Dmar_3y1ta1thQUq-AtpNlJSWl3a5IV-u_dteJpLs87M--D0DWjd4zR_H4xLyeESsIp54RSnpyhActFSgRP2TkacCpTItPi8xKNQthSShnNRJKnA_T26DYu6h1egXdNG_BM7wHHBpf1Rm8AT9rgaggBr2JbQR0DdjUem-i-AS_BxNZDeMBj_Op2TfyFjlfowupdgNHfHKKPp_J9-kyWL7P5dLwkRnARicwY1Tajoug_qWxeCVNoKU22tlCtK-h6WGa0KKQBZmG9TqDKdUWlhQKkFUN0e9p78M1XCyGqbdP6ujupeJYURVc6yTuKnSjjmxA8WHXwbq_9UTGqenuqt6eoVL091dvrMjenTOfE_PPlgomUiZyJH3tja88</recordid><startdate>20230104</startdate><enddate>20230104</enddate><creator>Endress, Tobias</creator><creator>Pussep, Anton</creator><creator>Schief, Markus</creator><general>Emerald Publishing Limited</general><general>Emerald Group Publishing Limited</general><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>DWQXO</scope><scope>F~G</scope><scope>GNUQQ</scope><scope>GUQSH</scope><scope>K6~</scope><scope>K8~</scope><scope>L.-</scope><scope>M0C</scope><scope>M0P</scope><scope>M2O</scope><scope>MBDVC</scope><scope>PADUT</scope><scope>PQBIZ</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PYYUZ</scope><scope>Q9U</scope></search><sort><creationdate>20230104</creationdate><title>Digital Serious Game to Engage Business Students in Active Lectures: A Pilot Study</title><author>Endress, Tobias ; Pussep, Anton ; Schief, Markus</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Active Learning</topic><topic>Behavioral Objectives</topic><topic>Business Administration Education</topic><topic>Computer & video games</topic><topic>COVID-19</topic><topic>Decision Making</topic><topic>Distance learning</topic><topic>Doctoral Students</topic><topic>Educational Games</topic><topic>Educational software</topic><topic>Foreign Countries</topic><topic>Graduate Students</topic><topic>Learner Engagement</topic><topic>Literature Reviews</topic><topic>Online Courses</topic><topic>Simulation</topic><topic>Student Motivation</topic><topic>Teaching</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Endress, Tobias</creatorcontrib><creatorcontrib>Pussep, Anton</creatorcontrib><creatorcontrib>Schief, Markus</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection【Remote access available】</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Social Science Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>AUTh Library subscriptions: ProQuest Central</collection><collection>ProQuest Business Premium Collection</collection><collection>ProQuest One Community College</collection><collection>Education Collection</collection><collection>ProQuest Central</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>ProQuest Central Student</collection><collection>Research Library Prep</collection><collection>ProQuest Business Collection</collection><collection>DELNET Management Collection</collection><collection>ABI/INFORM Professional Advanced</collection><collection>ABI/INFORM global</collection><collection>Education Database (ProQuest)</collection><collection>Research Library (ProQuest Database)</collection><collection>Research Library (Corporate)</collection><collection>Research Library China</collection><collection>ProQuest One Business</collection><collection>ProQuest One Education</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ABI/INFORM Collection China</collection><collection>ProQuest Central Basic</collection><jtitle>Journal of International Education in Business</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Endress, Tobias</au><au>Pussep, Anton</au><au>Schief, Markus</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1361381</ericid><atitle>Digital Serious Game to Engage Business Students in Active Lectures: A Pilot Study</atitle><jtitle>Journal of International Education in Business</jtitle><date>2023-01-04</date><risdate>2023</risdate><volume>16</volume><issue>1</issue><spage>115</spage><epage>128</epage><pages>115-128</pages><issn>2046-469X</issn><eissn>1836-3261</eissn><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.</abstract><cop>Acton</cop><pub>Emerald Publishing Limited</pub><doi>10.1108/JIEB-04-2022-0025</doi><tpages>14</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 2046-469X |
ispartof | Journal of International Education in Business, 2023-01, Vol.16 (1), p.115-128 |
issn | 2046-469X 1836-3261 |
language | eng |
recordid | cdi_proquest_journals_2759904658 |
source | ABI/INFORM global; Emerald:Jisc Collections:Emerald Subject Collections HE and FE 2024-2026:Emerald Premier (reading list); ERIC; ProQuest Social Science Premium Collection; Education Collection |
subjects | Active Learning Behavioral Objectives Business Administration Education Computer & video games COVID-19 Decision Making Distance learning Doctoral Students Educational Games Educational software Foreign Countries Graduate Students Learner Engagement Literature Reviews Online Courses Simulation Student Motivation Teaching Video Games |
title | Digital Serious Game to Engage Business Students in Active Lectures: A Pilot Study |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-12T12%3A07%3A26IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Digital%20Serious%20Game%20to%20Engage%20Business%20Students%20in%20Active%20Lectures:%20A%20Pilot%20Study&rft.jtitle=Journal%20of%20International%20Education%20in%20Business&rft.au=Endress,%20Tobias&rft.date=2023-01-04&rft.volume=16&rft.issue=1&rft.spage=115&rft.epage=128&rft.pages=115-128&rft.issn=2046-469X&rft.eissn=1836-3261&rft_id=info:doi/10.1108/JIEB-04-2022-0025&rft_dat=%3Cproquest_cross%3E2759904658%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c323t-4710af70393586df8d3c9a44c7bfedbde025f1ca394ce1febb5ed8ad04fe9e4f3%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2759904658&rft_id=info:pmid/&rft_ericid=EJ1361381&rfr_iscdi=true |