Reprint: Learning with a strategic management simulation game: A case study☆

The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multimethod study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.

[1]  Christina Hoffman,et al.  A clicker for your thoughts: technology for active learning , 2006 .

[2]  Richard Powell Case-based teaching in homogeneous teacher education contexts: a study of preservice teachers’ situative cognition , 2000 .

[3]  Y. Engeström,et al.  Perspectives on activity theory: Play, learning, and instruction , 1999 .

[4]  Luigi Proserpio,et al.  Teaching the Virtual Generation. , 2007 .

[5]  Mário Rui Gomes,et al.  Modeling reality with simulation games for a cooperative learning , 2000, 2000 Winter Simulation Conference Proceedings (Cat. No.00CH37165).

[6]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[7]  James Laffey,et al.  Supporting Learning and Behavior of At-Risk Young Children , 2003 .

[8]  Na Na,et al.  Simulations and games , 1985 .

[9]  Joseph S. Valacich,et al.  Using IT to Reengineer Business Education: An Exploratory Investigation of Collaborative Telelearning , 1995, MIS Q..

[10]  Marios C. Angelides,et al.  Evaluating intelligent tutoring with gaming-simulations , 1995, WSC '95.

[11]  Ton de Jong,et al.  Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game , 2012 .

[12]  Abbas Tashakkori,et al.  Foundations of Mixed Methods Research: Integrating Quantitative and Qualitative Approaches in the Social and Behavioral Sciences , 2008 .

[13]  Jan L. Plass,et al.  Video Games and the Future of Learning , 2012 .

[14]  Matthew B. Miles,et al.  Qualitative Data Analysis: An Expanded Sourcebook , 1994 .

[15]  Begoña Gros,et al.  Digital Games in Education , 2007 .

[16]  Max Visser,et al.  Deutero-Learning in Organizations: A Review and a Reformulation , 2007 .

[17]  Gina Saliba,et al.  Blended learning , 2010, BDJ.

[18]  James W. Pellegrino,et al.  Analyzing Aptitudes for Learning: Inductive Reasoning. , 1984 .

[19]  C. Reigeluth,et al.  Instructional-Design Theories and Models , 1999 .

[20]  C.-H. Lin,et al.  Investigating the learning-theory foundations of game-based learning: a meta-analysis , 2012, J. Comput. Assist. Learn..

[21]  Vladimir A. Lektorsky,et al.  Perspectives on activity theory: Activity theory in a new era , 1999 .

[22]  Michelle F. Wright,et al.  Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .

[23]  L. S. Vygotksy Mind in society: the development of higher psychological processes , 1978 .

[24]  市川 一茂 イギリス : The Quality Assurance Agency for Higher Education, shortly QAA (海外の評価機関における評価者研修に関する調査報告) , 2015 .

[25]  Jianwei Zhang,et al.  Supporting scientific discovery learning in a simulation environment , 2003, J. Comput. Assist. Learn..

[26]  K. Eisenhardt Building theories from case study research , 1989, STUDI ORGANIZZATIVI.

[27]  M. Wittrock Generative Learning Processes of the Brain , 1992 .

[28]  Antonella De Angeli,et al.  Evaluating the Educational Impact of a Tutoring Hypermedia for Children , 2003 .

[29]  J. Gee,et al.  Video Games and the Future of Learning , 2005 .

[30]  J. Ben Arbaugh,et al.  Introduction: Blended Learning: Research and Practice , 2008 .

[31]  KA Thleen,et al.  Building Theories from Case Study , 2007 .

[32]  R. Yin Case Study Research: Design and Methods , 1984 .

[33]  Karen E. Watkins,et al.  Informal and Incidental Learning , 2001 .

[34]  David C. Sharp,et al.  More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations , 2005 .

[35]  Jyri Manninen,et al.  Blended learning: Research perspectives, Volume 2 , 2014 .

[36]  Tomaz Amon,et al.  Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning , 2004, J. Educ. Technol. Soc..

[37]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[38]  C. Douglas Wetzel,et al.  The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .

[39]  Susan Wainwright,et al.  Blended Learning in Higher Education: Framework, Principles, and Guidelines. , 2011 .

[40]  Clark Aldrich,et al.  Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences , 2005 .

[41]  J. Doh Introduction: Knowledge, Learning, and Impact , 2009 .

[42]  D. Kolb,et al.  Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education , 2005 .

[43]  Curtis J. Bonk,et al.  The Handbook of Blended Learning: Global Perspectives, Local Designs , 2005 .

[44]  I. Erev,et al.  LEARNING STRATEGIES , 2010 .

[45]  Jonathan Moizer,et al.  Enhancing the impact of online simulations through blended learning: A critical incident approach , 2014 .

[46]  F. A,et al.  The Disposition Toward Critical Thinking : Its Character , Measurement , and Relationship to Critical Thinking Skill , 2007 .

[47]  Jessica L. Wildman,et al.  Using Simulation-Based Training to Enhance Management Education , 2009 .

[48]  Z. Berge Active, Interactive, and Reflective eLearning. , 2002 .

[49]  Ximena López,et al.  Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..

[50]  Fred D. Davis,et al.  A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.

[51]  B. Weiner Achievement Motivation and Attribution Theory , 1974 .