Alignment of Teacher and Student Perceptions on the Continued use of Business Simulation Games

The higher education system in Taiwan has increasingly adopted business simulation games (BSGs) in recent years. Previous BSG benefit research has shifted focus from learning performance to motivation due to mixed results. One recent study empirically investigated student perceptions on the continued use of BSGs; however, the counterpart of higher education teachers’ perspective was absent. This study confirms the student perception model from the teachers’ viewpoint via a comparable research design. Empirical evidence shows a significant perceptual gap between teachers and students, implying that adopting BSGs on the part of teachers may be challenged or impaired. Detailed suggestions on gap alignment are discussed, including how teachers may take advantage of students’ positive perceptions. Among the theories used in the student perception model, agency theory may deserve further research, since incentives are typically considered a useful means of facilitating general teacher-student dynamics. However, all related hypotheses were unsustained in this study.

[1]  Wynne W. Chin Issues and Opinion on Structural Equation Modeling by , 2009 .

[2]  Douglas A. Levin,et al.  The Digital Disconnect: The Widening Gap Between Internet-Savvy Students and Their Schools , 2002 .

[3]  P. Pintrich,et al.  Motivational and self-regulated learning components of classroom academic performance. , 1990 .

[4]  Chao-Min Chiu,et al.  Understanding e-learning continuance intention: An extension of the Technology Acceptance Model , 2006, Int. J. Hum. Comput. Stud..

[5]  Szu-Yuan Sun,et al.  Usability, quality, value and e-learning continuance decisions , 2005, Comput. Educ..

[6]  Detmar W. Straub,et al.  Structural Equation Modeling and Regression: Guidelines for Research Practice , 2000, Commun. Assoc. Inf. Syst..

[7]  A. J. Faria,et al.  COGNITIVE AND BEHAVIORAL CONSISTENCY IN A COMPUTER-BASED MARKETING-SIMULATION-GAME ENVIRONMENT: AN EMPIRICAL INVESTIGATION OF THE DECISION-MAKING PROCESS , 2002 .

[8]  William J. Doll,et al.  Developing a multidimensional measure of system-use in an organizational context , 1998, Inf. Manag..

[9]  Yu-Hui Tao,et al.  Typology of college student perception on institutional e-learning issues - An extension study of a teacher's typology in Taiwan , 2008, Comput. Educ..

[10]  Marc Prensky,et al.  Students as designers and creators of educational computer games: Who else? , 2008, Br. J. Educ. Technol..

[11]  A. J. Faria,et al.  Cognitive and Behavioral Consistency in a ComputerBased Marketing-Simulation-Game Environment: An Empirical Investigation of the Decision-Making Process , 1995 .

[12]  M. Wald Using Automatic Speech Recognition to Enhance Education for All Students: Turning a Vision into Reality , 2005, Proceedings Frontiers in Education 35th Annual Conference.

[13]  Anol Bhattacherjee,et al.  An empirical analysis of the antecedents of electronic commerce service continuance , 2001, Decis. Support Syst..

[14]  N. Tractinsky,et al.  What is beautiful is usable , 2000, Interact. Comput..

[15]  Chun-Hsiung Liao,et al.  Factors influencing the usage of 3G mobile services in Taiwan , 2007, Online Inf. Rev..

[16]  W. Hagborg Student and teacher perceptions of classroom instructional methods and evaluation procedures , 1994 .

[17]  Gerhard Schwabe,et al.  Mobile learning with a mobile game: design and motivational effects , 2005, J. Comput. Assist. Learn..

[18]  C. Fornell,et al.  Evaluating structural equation models with unobservable variables and measurement error. , 1981 .

[19]  Atsusi Hirumi,et al.  Examining the pedagogical foundations of modern educational computer games , 2008, Comput. Educ..

[20]  L. Kyriakides,et al.  Teacher behaviour and student outcomes : Suggestions for research on teacher training and professional development , 2009 .

[21]  William R. King,et al.  A meta-analysis of the technology acceptance model , 2006, Inf. Manag..

[22]  R. M. Reardon,et al.  Exploring Faculty Learning Communities: Building Connections among Teaching, Learning, and Technology , 2008 .

[23]  Stuart Palmer,et al.  Staff and student perceptions of an online learning environment : difference and development , 2009 .

[24]  Hans van der Heijden,et al.  Factors influencing the usage of websites: the case of a generic portal in The Netherlands , 2003, Inf. Manag..

[25]  Anol Bhattacherjee,et al.  Understanding Information Systems Continuance: An Expectation-Confirmation Model , 2001, MIS Q..

[26]  J. Webster,et al.  The Dimensionality and Correlates of Flow in Human-Computer Interactions. , 1993 .

[27]  W. DeSarbo,et al.  Response Determinants in Satisfaction Judgments , 1988 .

[28]  Anol Bhattacherjee Managerial Influences on Intraorganizational Information Technology Use: A Principal-Agent Model , 1998 .

[29]  Alan Amory,et al.  Game object model version II: a theoretical framework for educational game development , 2007 .

[30]  Robin H. Kay,et al.  Examining the benefits and challenges of using audience response systems: A review of the literature , 2009, Comput. Educ..

[31]  Gilbert A. Churchill,et al.  An Investigation into the Determinants of Customer Satisfaction , 1982 .

[32]  A. P. Rovai,et al.  Student evaluation of teaching in the virtual and traditional classrooms: A comparative analysis , 2006, Internet High. Educ..

[33]  F. Herzberg The motivation-hygiene concept and problems of manpower. , 1964 .

[34]  Tanya J. McGill,et al.  How students and instructors using a virtual learning environment perceive the fit between technology and task , 2007, J. Comput. Assist. Learn..

[35]  A. J. Faria,et al.  A Survey of Simulation Game Users, Former-Users, and Never-Users , 2004 .

[36]  Wen-Hao Huang,et al.  Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing , 2010, Comput. Educ..

[37]  P. Wilton,et al.  Models of Consumer Satisfaction Formation: An Extension , 1988 .

[38]  Chu-Chen Rosa Yeh,et al.  Typology of teacher perception toward distance education issues - A study of college information department teachers in Taiwan , 2008, Comput. Educ..

[39]  Cher Ping Lim Spirit of the game: Empowering students as designers in schools? , 2008, Br. J. Educ. Technol..

[40]  Viswanath Venkatesh,et al.  Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model , 2000, Inf. Syst. Res..

[41]  Kar Yan Tam,et al.  The Effects of Post-Adoption Beliefs on the Expectation-Confirmation Model for Information Technology Continuance , 2006, Int. J. Hum. Comput. Stud..

[42]  Ephraim R. McLean,et al.  The DeLone and McLean Model of Information Systems Success: A Ten-Year Update , 2003, J. Manag. Inf. Syst..

[43]  A. Weaver Evaluation; Educational Environment; Elementary Secondary Education; *Interaction; Interproessional Relationship; Leadership; *Organizational Climate; *Principals; Socialization; Social Structure; Sociocultural Patterns , 1994 .

[44]  A. Parasuraman,et al.  A Conceptual Model of Service Quality and Its Implications for Future Research , 1985 .

[45]  Rajiv Kohli,et al.  Antecedents of B2C Channel Satisfaction and Preference: Validating e-Commerce Metrics , 2002, Inf. Syst. Res..

[46]  K. Eisenhardt Agency Theory: An Assessment and Review , 1989 .

[47]  Szu-Yuan Sun,et al.  What influences college students to continue using business simulation games? The Taiwan experience , 2009, Comput. Educ..

[48]  Noboru Sonehara,et al.  What keeps online customers repurchasing through the internet? , 2007, SECO.

[49]  Anol Bhattacherjee,et al.  Explaining information technology usage: A test of competing models☆ , 2008 .

[50]  Rajiv Vaidyanathan,et al.  An Exploratory Investigation of Computer Simulations, Student Preferences, and Performance , 1998 .

[51]  M. Prensky Digital Natives, Digital Immigrants , 2001 .

[52]  Rolph E. Anderson,et al.  Multivariate Data Analysis: Text and Readings , 1979 .

[53]  Young-Gul Kim,et al.  Extending the TAM for a World-Wide-Web context , 2000, Inf. Manag..

[54]  Maria Virvou,et al.  On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE , 2008, Comput. Educ..