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企業經營模擬遊戲與競賽-誰表現的比較好?

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企業經營模擬遊戲與競賽

誰表現的比較好

?

陶幼慧 高大資管系

Source:

Tao, Y.-H. and Hung, K.-C. Who performs better in business

simulation game learning - A case study of a college general course. The 10th WSEAS International Conference on Applied Informatics and Communications, Taipei, Aug. 20-22, 2010.

(2)

Yu-Hui Tao

[email protected] K. C. Hung

(3)

 Business simulation game (BSG)

◦ used in 97.5% of the AACSB member schools in U.S.A. more than a decade ago [2]

 BSG in higher education

◦ an indispensable motivational condition for students’ learning [9]

◦ popular means for informal learning [5]

(4)

 In early studies

◦ mixed results between BSG learning performance and perception

 Recent research studies

◦ shifted to non-performance perspectives

attract students’ attention help students focus in class

(5)

 Extent literature focuses on business major students

 Non-business major students

◦ many universities wish to cultivate their students

through extensive and in-depth general education in addition to students’ majored subjects

 Lack of studies on the relationship of student performance and student profile

(6)
(7)

◦ Skill-based learning : address technical or motor skills

◦ Cognitive learning : declarative knowledge,

procedural knowledge, and strategic knowledge

◦ Affective learning: refer to attitudes

(8)

 Anderson and Lawton [1]

◦ confirmed the failure to find a relationship

between simulation performance and students’ attitude toward the simulation

◦ called for further effort in finding the missing link

between performance and measurement items

(9)

 Wellington and Faria [13]

◦ good simulation performers are consistently good

 It seems to indicate GPA, beginning attitude

toward the simulation exercise, and team

cohesiveness were not significantly

different

(10)

 Tao et al. [11]

◦ proposed an integrated model fusing IS theories

and educational theories

◦ provided adequate evidence for Taiwan’s teachers to adopt or continue using BSG

(11)

 Based on the suggestion of Tech and Murff [12], a general course for teaching three different

complexity levels of BSGs

◦ BOSS (a total enterprise simulation)

◦ Retail Expert (single-player small game)

◦ Beer Game (multiple-player small game) from TOP-BOSS

is offered to undergraduate students in a university in Taiwan

(12)

 Each game is taught in a sequence (in reference to problem-solving game model)

◦ introducing the game

◦ practicing by simulated game competition ◦ writing group thought-sharing report

(13)

 The final grade calculation is divided into

◦ Attendance

◦ individual tests

◦ group reports

◦ Competitions

which were used as dependent variables in this analysis stage

 The objective is to focus on “learning by doing” for

students with or without management background

◦ playing the games

◦ collecting needed information over the Internet.

◦ tips from the winners

(14)

 descriptive analysis - profile the sample

students

 t-test - test the performance of two groups

of students with different characteristics

 linear regression - identify the selected

variables contributing to different performance scores

(15)

Item Mean/S.D. Range Final score (100%) 82.74/8.19 0-100

Competition score (50%) 76.77/11.18 Sharing report score (15%) 82.17/11.80 Test score (20%) 85.97/3.29 Attendance score (15%) 95.60/9.68

Online game 6.37/1.94 9-point Likert scale from 1 representing very disagree and 9 representing very agree Visual Learning 7.40/0.93 Auditory Learning 5.97/1.40 Kinesthetic learning 7.29/1.13 Wants structure 6.30/1.46 Tacit learning 7.05/1.17 Learning with others 6.60/1.29 High motivation 5.63/1.31 High persistence 5.67/1.24 Participating group discussion 6.37/1.00 Searching information after class 5.35/1.45

(16)

Profile \ Score Mean/S.D. Nyes Mean/S.D. Nno t Sig. Management major? 85.23/2.83 13 81.67/9.48 30 1.847 0.069 Female? 83.86/4.60 14 80.42/12.76 29 0.977 0.345 Management course before? 84.47/3.33 22 81.09/10.85 21 1.395 0.175 BSG before? 85.09/3.05 11 81.94/9.24 32 1.683 0.100  at 0.1 level

(17)

Independent Variable

Mean performance (Scores)

Final Competition Sharing Test Attendance Visual learning -0.504*** -0.388*/-0.356* -0.355* -0.316*

Auditory learning - - 0.319*

Kinesthetic learning -

-Tacit learning 0.291 -/0.436* - 0.562*** Wants structure -/-0.469* -0.481** Learning with others -

-High motivation -0.375 -/0.662* - -1.148*** High persistence - -/-0.169* - -0.745* Online game - - -0.341* Participating group discussion 0.440* 0.285/0.487** 0.524** Searching information after class 0.339*

GPA last semester 0.319

F 3.779* 3.844*/3.702** 4.327* 4.620** 4.849** Adjusted R square 0.264 0.155/0.343 0.097 0.259 0.465

(18)

 Visual learning contributing negatively to all but the test

performance scores

 BSG is more of a text-based simulation than a simulator,

the feelings of visual, auditory and kinesthetic learning do

not resemble online games or simulators.

 Students with high visual learning preference may find it

negatively associated with BSG performance scores in

most cases, except in the test score

 It is surprising to see negative influcnece on performance

scores for high motivational students, which may imply that they are not used to this new method of learning by doing through game competition

(19)

 on the positive influnce

◦ participating group discussion had significant positive influence to student performance on

three out of five performance scores

◦ Tacit learning reflects well the nature of BSG as a problem-based gaming involves strategies

◦ Both meet the original expectation of this research.

(20)

 test score indeed is very different from the

other scores in that three variables, online game, searching information after class, and

GPA of last semester, that uniquely

contribute to test score, but not others

 This implies

◦ test scores may not be appropriately evaluated by the BSG competition activities, and vice versa

◦ Teachers need to be very careful in matching the course objective with its evaluation method

(21)

 only the adjusted R-square of the

attendance score borders high level while

the rest are at low level or insignificant level

 This implies, more hidden dimensions of

variables are needed to increase the

explaining power of the regression analysis on BSG performance score.

(22)

 certain knowledge (management major)

and skill (previous BSG experience) do

matter in terms of student performance

 participating group discussion and tacit

learning are positive factors in influencing

student performance, which matches the

learning-loop and reflection concepts in

(23)

 students with visual learning preference

and high motivation may be not used to

BSG type of learning-by-doing style.

 more hidden variables and dimensions of

variables are yet to be identified to increase

the explaining power of regress analysis for determing the contributing factors of BSG performance scores in future research

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