Factors Affecting Students’ Continued Usage Intention Toward Business Simulation Games

While the impact and value of simulation games have been investigated in the context of business and management education, few studies have investigated why students are willing to reuse the games or not. The main purpose of this study is to explore the determinants of students’ continued usage intention for business simulation games in a higher education context based on the expectation-confirmation theory, flow theory, and motivation theory. Data collected from 381 valid respondents were used to test the research model using the partial least squares approach. The results of this study can provide several important theoretical and practical implications for educational use of business simulation games. The results indicate that continuance usage intention is influenced by learning satisfaction, which is in turn affected by perceived learning performance, learning confirmation, and learning expectation, and that learning confirmation is affected by learning expectation through the mediation of perceived learning performance. Additionally, perceived playfulness affects perceived learning performance while learning motivation influences learning expectation.

[1]  Marios Papaevripidou,et al.  Effects of experimenting with physical and virtual manipulatives on students' conceptual understanding in heat and temperature , 2008 .

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

[3]  Steve Joordens,et al.  Assessing the effectiveness of a voluntary online discussion forum on improving students' course performance , 2011, Comput. Educ..

[4]  Iván Martínez-Ortiz,et al.  Educational game design for online education , 2008, Comput. Hum. Behav..

[5]  Hans van der Heijden,et al.  User Acceptance of Hedonic Information Systems , 2004, MIS Q..

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

[7]  Ahmed Younis Alsabawy,et al.  Measuring E-Learning Systems Success , 2014 .

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

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

[10]  Chao-Min Chiu,et al.  Determinants of continued use of the WWW: an integration of two theoretical models , 2004, Ind. Manag. Data Syst..

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

[12]  Luli Stern,et al.  The Effect of a Computerized Simulation on Middle School Students’ Understanding of the Kinetic Molecular Theory , 2008 .

[13]  Iván Martínez-Ortiz,et al.  Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming , 2009, J. Educ. Technol. Soc..

[14]  Martin Ebner,et al.  Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..

[15]  Huei-Tse Hou,et al.  Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration , 2015, Comput. Hum. Behav..

[16]  P. Pintrich,et al.  Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq) , 1993 .

[17]  Robert L. Goldstone,et al.  Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education , 2009 .

[18]  Martin Goedhart,et al.  The Effect of Hints and Model Answers in a Student-Controlled Problem-Solving Program for Secondary Physics Education , 2008 .

[19]  Ming-Chi Lee,et al.  Explaining and predicting users' continuance intention toward e-learning: An extension of the expectation-confirmation model , 2010, Comput. Educ..

[20]  Chu-Chen Rosa Yeh,et al.  Effects of the heterogeneity of game complexity and user population in learning performance of business simulation games , 2012, Comput. Educ..

[21]  Wilfried Admiraal,et al.  Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game , 2009, J. Comput. Assist. Learn..

[22]  Yi-Shun Wang,et al.  Investigating the determinants and age and gender differences in the acceptance of mobile learning , 2009, Br. J. Educ. Technol..

[23]  Yi-Shun Wang,et al.  A model for assessing blog-based learning systems success , 2014, Online Inf. Rev..

[24]  Katia Passerini,et al.  Computer-supported team-based learning: The impact of motivation, enjoyment and team contributions on learning outcomes , 2010, Comput. Educ..

[25]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[26]  Luis L. Martins,et al.  A Model of Business School Students' Acceptance of a Web-Based Course , 2004 .

[27]  Joseph J. Martocchio,et al.  Microcomputer playfulness: development of a measure with workplace implications , 1992 .

[28]  Tal Ben-Zvi,et al.  The Efficacy of Business Simulation Games in Creating Decision Support Systems: An Experimental Investigation , 2010, Decis. Support Syst..

[29]  T. C. Edwin Cheng,et al.  Extending the Understanding of End User Information Systems Satisfaction Formation: An Equitable Needs Fulfillment Model Approach , 2008, MIS Q..

[30]  Yi-Shun Wang,et al.  Investigating the individual difference antecedents of perceived enjoyment in students' use of blogging , 2012, Br. J. Educ. Technol..

[31]  Sohail Akhtar,et al.  Supply chain simulator: A scenario-based educational tool to enhance student learning , 2008, Comput. Educ..

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

[33]  Hui-Ling Huang,et al.  Confirmation of Expectations and Satisfaction with the Internet Shopping: The Role of Internet Self-efficacy , 2010, Comput. Inf. Sci..

[34]  Richard,et al.  Extrinsic and Intrinsic Motivation to Use Computers in the Workplace , 2022 .

[35]  Kun-Yuan Yang,et al.  The Impact of Internet Virtual Physics Laboratory Instruction on the Achievement in Physics, Science Process Skills and Computer Attitudes of 10th-Grade Students , 2007 .

[36]  Maja Pivec,et al.  Play and Learn: Potentials of Game-Based Learning , 2008 .

[37]  Yueh-Min Huang,et al.  A technique for tracking the reading rate to identify the e-book reading behaviors and comprehension outcomes of elementary school students , 2015, Br. J. Educ. Technol..

[38]  Yi-Shun Wang,et al.  Measuring e-learning systems success in an organizational context: Scale development and validation , 2007, Comput. Hum. Behav..

[39]  Jan-Bernd Lohmöller,et al.  Latent Variable Path Modeling with Partial Least Squares , 1989 .

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

[41]  Chin-Lung Hsu,et al.  Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..

[42]  Edward L. Deci,et al.  Intrinsic Motivation and Self-Determination in Human Behavior , 1975, Perspectives in Social Psychology.

[43]  Yueh-Min Huang,et al.  The effectiveness of a meaningful learning-based evaluation model for context-aware mobile learning , 2015, Br. J. Educ. Technol..

[44]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[45]  Ping Zhang,et al.  Continued Use of Technology: Combining Controlled and Automatic Processes , 2010, ICIS.

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

[47]  Maja Pivec,et al.  Editorial: Play and learn: potentials of game-based learning , 2007, Br. J. Educ. Technol..

[48]  Peter A. Todd,et al.  Assessing IT usage: the role of prior experience , 1995 .

[49]  Egbert G. Harskamp,et al.  Solving physics problems with the help of computer‐assisted instruction , 2005 .

[50]  G. Olympiou,et al.  Physical versus Virtual Manipulative Experimentation in Physics Learning. , 2011 .

[51]  R. Oliver Effect of expectation and disconfirmation on postexposure product evaluations: An alternative interpretation. , 1977 .

[52]  Yi-Shun Wang Assessing e‐commerce systems success: a respecification and validation of the DeLone and McLean model of IS success , 2008, Inf. Syst. J..

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

[54]  Fevzi Okumus,et al.  Applying flow theory to booking experiences: An integrated model in an online service context , 2015, Inf. Manag..

[55]  A. Collins,et al.  Situated Cognition and the Culture of Learning , 1989 .

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

[57]  Yueh-Min Huang,et al.  How do we inspire people to contact aboriginal culture with Web2.0 technology? , 2015, Comput. Educ..

[58]  W. McKeachie,et al.  The Making of the Motivated Strategies for Learning Questionnaire , 2005 .

[59]  Jan T. van der Veen,et al.  The learning effects of computer simulations in science education , 2012, Comput. Educ..

[60]  Federico Pasin,et al.  The impact of a simulation game on operations management education , 2011, Comput. Educ..

[61]  J. Eccles,et al.  Motivational beliefs, values, and goals. , 2002, Annual review of psychology.

[62]  Anthony R. Artino,et al.  Review of the Motivated Strategies for Learning Questionnaire. , 2005 .

[63]  Yueh-Min Huang,et al.  The effectiveness of the meaningful learning-based evaluation for different achieving students in a ubiquitous learning context , 2015, Comput. Educ..

[64]  Yi-Shun Wang,et al.  Assessment of learner satisfaction with asynchronous electronic learning systems , 2003, Inf. Manag..

[65]  Yu-Ling Lin,et al.  The values of college students in business simulation game: A means-end chain approach , 2012, Comput. Educ..

[66]  David Dewhurst,et al.  Game-Informed Learning: Applying Computer Game Processes to Higher Education , 2005 .

[67]  L. Vos Simulation games in business and marketing education: How educators assess student learning from simulations , 2015 .

[68]  Hung-Pin Shih,et al.  Assessing the effects of self-efficacy and competence on individual satisfaction with computer use: an IT student perspective , 2006, Comput. Hum. Behav..

[69]  Fred D. Davis,et al.  Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1 , 1992 .

[70]  C. S. Green,et al.  Action video game modifies visual selective attention , 2003, Nature.

[71]  R. Oliver A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions , 1980 .

[72]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[73]  Atsusi Hirumi,et al.  The effects of modern mathematics computer games on mathematics achievement and class motivation , 2010, Comput. Educ..

[74]  William J. Doll,et al.  The Measurement of End-User Computing Satisfaction , 1988, MIS Q..

[75]  Juho Hamari,et al.  International Journal of Information Management Why Do People Use Gamification Services? , 2022 .

[76]  Fred Percival,et al.  Games and simulations in science education , 1981 .

[77]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[78]  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..

[79]  Huei-Tse Hou,et al.  Evaluating multiple aspects of a digital educational problem-solving-based adventure game , 2014, Comput. Hum. Behav..

[80]  P. Pintrich A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). , 1991 .