Paper Number: P1082 · 1. Introduction Simulation games have been incorporated into both...
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Paper Number: P1082
Using Integrative Simulation in Enhancing and Assessing Learning: An Application of Computer Simulation Exercise
Yu-Jen Chen Lingnan University
Hong Kong
T S Chan Lingnan University
Hong Kong
Lai-Cheung Leung Lingnan University
Hong Kong
Ling-Yee Li Lingnan University
Hong Kong
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Paper Number: P1082
Using Integrative Simulation in Enhancing and Assessing Learning: An Application of Computer Simulation Exercise
ABSTRACT
We examine how simulation game as a learning tool of learning marketing subject enhances
student learning. A total of 144 undergraduate students from a major public university in
Hong Kong registered in a core marketing course were involved in this research. Students’
learning effectiveness was assessed by using cognitive and affective approaches. The main
project objective is to use the experiences gained to further enhance and improve student
learning. The findings showed that the computer simulation exercise (CSE) could enhance
student learning in both the cognitive and affective learning domains.
Keywords: Computer Simulation Exercise, Simulation Games, Learning Effectiveness of
Simulation Games, Simulation Games as Learning Tools.
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1. Introduction
Simulation games have been incorporated into both undergraduate and postgraduate programs
as a pedagogic tool to enhance student learning. A variety of games are available to serve
different pedagogical purposes in various study areas. Prior literature has identified a number
of reasons why using simulation game is a better leaning tool than other methods, including
case discussions or industry studies. One common reason is that simulations motivate
students’ participation and create a low risk environment. However, there were mixed results
regarding the use of simulation and future career success (e.g. Wolfe and Roberts, 1993;
Cronan and Douglas, 2012). Similarly, research in the past decades have reached mixed
conclusions on whether games could deliver the desired learning outcomes, particularly at the
higher levels of learning (Anderson and Lawton, 2009; Vos, 2014). In other words, the long
term learning outcomes from a simulation game has yet to come to a conclusion. In this
research, we aim to examine the pedagogical benefits delivered by simulation games and the
roles of simulation games in in fulfilling various learning assessment goals. Specifically, we
hope that the experiences and knowledge gained in this computer simulation exercise (CSE)
project could help improve the learning effectiveness for students.
2. Literature Review
Education today is characterized and envisioned by a student centered and outcome based
approach where student learning outcomes and active learning are emphasized (Allan, 1996;
Miles and Wilson, 2004). In parallel to this recent development is the emergence of using
simulation games as an educational tool where students are involved in an active learning
process (Auman, 2011). Given a real world scenario, students are required to apply the
theories and concepts learnt to decision making in a dynamic and interactive, but low risk
game environment. Since its introduction in 1950s to 1960s, simulation games have been
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widely used as pedagogical tools in both undergraduate and postgraduate programs to assist
student learning (Faria and Wellington, 2004; Tao et al., 2015). A variety of games are now
available to serve different pedagogical purposes in various study areas such as strategic
management, strategic marketing, negotiation, international business etc. In the next section,
we introduce simulation game and the methodology used in examining its effect on students
learning.
2.1 Simulation Game Exercise
A simulation game typically consists of two important design elements: structure and agency
(Chin et al., 2009). Structure refers to the make-ups of the game environment in which the
game participants operate. The elements and constraints in the environment resemble the real
world situation that the participants face and make decisions. Some elements are relatively
stable, e.g. consumer needs and wants, and will only change over long periods. Others are
volatile and might even be influenced by the actions taken by the game participants, e.g.
pricing strategy. Agency refers to the choices that a game participant has to make according to
the opportunities and threats defined by the elements and constraints in the game environment
and the actions taken by the other participants. In most games, students are divided into
different teams and are sharing the same business scenario. Then, each team needs to make
certain business decisions in each round before the game is concluded after a given number of
rounds. The decisions in each period are contingent upon the business information available
and the decisions made by all the teams in previous periods. For instance, the decision of
raising the price or not may depend on how the price is set in the previous rounds, how other
teams set their prices before, and the estimated market demand in the current round. As such,
a wrong decision could be very costly because it seriously affects all the future business
performance and may require the team to invest in more resources to catch up with other
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teams. The length of the game typically is determined by the instructor after considering the
nature of the course schedule. Some games may be conducted for up to 12 rounds, but most
instructors stop by the eighth round because effective learning seems to deteriorate thereafter
(Vos and Brennan, 2010). Redmond (1989) found that 5 to 6 rounds of games is sufficient for
generating effective learning. The build-in iterative process makes most game environments
highly interactive for the participants who have to be actively involved in the decision making
process (Vos, 2014). The dynamic nature, the interactions and the immediate rewards and
feedbacks explain why many instructors prefer to use games over other learning tools such as
case discussions, term projects, research papers or industry studies.
There are a number of pedagogical benefits identified in the literature why simulation games
have been popularly used by the instructors (e.g. Brennan and Vos, 2013; Faria and
Wellington, 2004; Faria and Whiteley, 1990; Vos and Brennan, 2010; Vos, 2014; See Table 1
for a summary of the benefits). Some studies found that there might be a causal link between
simulation participation and future career success (e.g. Wolfe and Roberts, 1993; Cronan and
Douglas, 2012). However, the causality was questioned by other studies as a number of
additional factors could contribute to the game participants’ higher salaries achieved and
quicker career advancement (Vos, 2014). It is therefore important to assess what specific
learning outcomes could be achieved by using simulation games.
Research in the past decades has reached mixed conclusions on whether games could deliver
the desired learning outcomes, particularly at the higher levels of learning (Anderson and
Lawton, 2009; Vos, 2014). The purposes of this paper are to examine the pedagogical benefits
delivered by simulation games and the roles of simulation games in in fulfilling various
learning assessment goals.
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Table 1. Benefits of Simulation Games
Specific Benefits
To engage in experiential learning by making decisions in a complex, dynamic
and interactive environment.
To work with numeric and financial data, and market information available so as to assess performance and to plan and make decisions;
To understand the competitive landscape in real world businesses under a fairly low risk environment;
To get quick and immediate feedback on the consequences of the decisions submitted and to learn from the mistakes made;
To apply and integrate the concepts and theories learnt in the class in making decisions so that they can gain a better understanding of the concepts and theories taught;
To learn how the various business functional areas are integrated in making decisions;
To develop skills such as team building, leadership and time management that help them to prepare for their careers after graduation; and
To take part in enjoyable activities with satisfying rewards (e.g. to become the market leader in an industry) that foster student interest in learning.
2.2 Methodology
To examine the learning outcomes of computer simulation exercise (CSE), undergraduates
from a major university in Hong Kong participated the game as part of the course assessment
in a required marketing course for business students. The project supervisors conducted
several meetings to discuss the implementation of the CSE prior to the start of first semester.
The issues included the recruitment of a game administrator, the choice of the simulation
game, the timeline for the game, the learning assessment tools adopted and preparatory works
for conducting the game. We finally decided to adopt the computer simulation software in The
Marketing Game! (TMG) developed by Charlotte H. Mason and William D. Perreault, Jr. in
2000s to deliver the pedagogical benefits outlined above. We made this decision because the
introductory nature of the game in marketing decision making was suitable for our
undergraduate students who were taking this course as their first marketing course.
Meanwhile, the game was complex and challenging enough for the students to think for an
appropriate strategy and to make marketing decisions.
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The game was set in a dynamic marketing environment where four teams (firms) from the
same class session were competing against each other in a voice recognition product industry.
Each team needed to make a list of managerial decisions based on both qualitative and
quantitative analysis of the information given in each decision period. These decisions
included pricing, product specification, promotion, advertising, channels selection, production,
and personnel, etc. Each team was given a budget where all financial relevant decisions had to
be made within the budget. We conducted a total of four decision periods given the time and
resources constraints. The timeline for carrying out the game each term is shown in Table 2.
As could be observed in the table, the time schedule was tight and the game had to be
introduced to the students early in the term when most students might not have a clear idea of
what marketing was at that time. Lectures were re-scheduled to let students learn the theories
and concepts needed to make decisions in the game environment.
Table 2. Timeline for the Marketing Game in Each Term
Week Activities
2 Team formation for The Marketing Game 3 Selection of CEO for each team and assignment of responsibilities to each team member 4 Introduction to the Marketing Game (class lecture supplemented with handouts)
5 First executive Meeting – Preparation for the initial marketing plan and first input decisions D1
(in class) First online survey
6
First executive briefing to the Chairman of the Board of Directors Submit inputs for Decision 1 (D1) and minutes of the first executive meeting Return D1 results and second executive meeting (in class) Interviews with students after class
7 Second executive briefing Submit inputs for D2
8 Return the D2 results Third executive briefing Submit inputs for D3
9 Return the D3 results Fourth executive briefing Submit inputs for D4
10 Return the D4 results Interviews with students after class
11 Preparation for the boardroom reporting Submit pp materials for boardroom reporting Second online survey
12 Boardroom Reporting (Presentation of The Marketing Game)
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In order to ensure the role assignment in each team, each student team was required to report
in a business manner their input decisions of each game period to the Chairman of the Board
of Director (i.e. the project supervisor or the game administrator) after holding a meeting
among themselves. The chairman took the role as a coach to help students identify the
strengths and weaknesses of their strategy. The purpose of executive briefing was to allow
students to rectify their inputs. However, the chairman did not provide solutions or directions,
but rather to challenge the students’ analysis and inputs so that the students could rethink
carefully the rationale behind their decisions. The purpose of executive briefing was to allow
the project supervisor to keep track and monitor student performance over the entire game
period and to better understand the team dynamics and conflicts that took place.
Also, at the end of the CSE, each student team had to present in the class their strategy and
results for all the decision periods and the presentation was expected to include the following
items:
A brief overview of the initial target market, marketing objectives and marketing plan.
The modification of the target market, marketing objectives and marketing plan during the
four game periods and the rationales behind the changes.
The marketing mix decisions and the reasons for these decisions during the four game
periods.
Evaluation of the results achieved against the marketing objectives set.
The improvements that students would like to make if you continue to play the game
again for another three periods.
The objectives and planning that students would like to pursue if the game continue for
another three periods.
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The students thus had an opportunity to review what they had learnt throughout the game. The
project supervisor also made use of this opportunity to evaluate the overall student learning
effectiveness.
2.3 Assessment of Learning Effectiveness
Most studies in assessing learning effectiveness of simulation games followed Bloom’s
taxonomy of educational outcomes (Vos, 2014). Bloom’s taxonomy classifies learning
outcomes into three domains: cognitive, affective, and psychomotor (Bloom et. al., 1956).
Each domain represents a hierarchy of learning proceeding from the lower levels of
knowledge comprehension to higher levels of leaning such as application, analysis, synthesis
and evaluation. For example, Gosen and Washbush (2004) found that assessment of
experiential exercise takes three forms: objective learning tests, perceived learning tests and
behavioral measures. Wolfe (1985) identified three desire outcomes in using simulation games
as learning tools: learning, attitudinal and behavioral. While the terminology used were
different, the classification frameworks were essentially the same as Bloom’s taxonomy.
The cognitive learning domain refers mainly to knowledge comprehension and critical
thinking. In the study by Anderson and Lawton (2009), they concluded that most studies on
simulation games seemed only to demonstrate effective learning at lower levels of Bloom’s
cognitive domain but not the higher levels of learning that simulation games attempt to
achieve. The affective learning domain considers students’ attitudes towards the simulation
experiences and what they perceive they have learnt from the games. A review of the
literature by Anderson and Lawton (2009) showed that game participants in general have
favorable attitudes towards the game experiences and perceive that they have learnt a lot from
the games. The psychomotor domain focuses on assessing change and development in
behaviors or skills. There have been some studies to examine the behavioral outcomes of
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using simulation games. For example Wolfe and Roberts (1993) conducted a five year
longitudinal study that investigated the career success of those game participants five years
after joining the games and a causal link seemed to exist between game participation and
career success in terms of salary increases and promotions. However, Vos (2014) pointed out
that such conclusion seemed superficial because career success also depended on a number of
other factors such as students’ own ability and characteristics. It might well be that students
with better qualities and leadership skills were more in favor of joining the games.
To assess learning effectiveness, Chin, Dukes and Gamson (2009) suggested to use a pre-test
and post-test design in order to avoid the difficulty of assigning a control group when, in most
cases, all students are involved in the simulation exercises. You cannot ask some soldiers to
have guns while others not to have guns when they come to the battleground. Anderson and
Lawton (2009) recommended that learning effectiveness of simulation exercises could be
assessed in terms of cognitive knowledge about the discipline and attitudes towards the course
and/or discipline. This project followed the suggestions by Chin, Dukes and Gamson (2009)
and Anderson and Lawton (2009) and assessed the learning effectiveness of both the cognitive
and affective domains in simulation games.
This CSE project assessed the affective learning effectiveness by interviews with students and
online surveys and evaluated the cognitive learning effectiveness by student performance in
an individual assignment and in final examination. Interviews with students were conducted
regularly to identify the problems and difficulties facing students during the game periods.
Remedial actions were taken as far as possible to remove the barriers and improve student
learning. Regular feedbacks were also obtained from students concerning their attitudes
towards the game. One pre-CSE and one post-CSE online survey were conducted for each
term. The first survey was launched immediately after the introduction of the simulation game
to the students and the second one was introduced at the end of final game period. This
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pre-test and post-test design allowed the project supervisor to assess students’ attitude towards
the CSE and what they perceived to learn from the game.
Student performance data in an individual assignment for the course and in the final
examination were also collected to further evaluate how simulation pedagogy improved
learning effectiveness. The individual assignment required the student to write a five-year
marketing plan for a given scenario facing a chosen company. The framework for developing
the marketing plan was the same as the framework for developing a marketing strategy given
in the CSE in this project. It was therefore expected that the CSE should assist students to
better prepare for writing the plan and for taking the final exam. The individual assignment
and the final exam were chosen because these two assessment components required students
to apply and integrate what they had learnt in the class and hence they represented the higher
levels of leaning in Bloom’s cognitive learning domain and the learning outcomes to be
achieved by using simulation exercises.
2.4 Findings for Assessment of Learning Effectiveness
Online Survey
One pre-CSE and one post-CSE online survey were conducted for each term. Students’
attitudes towards learning from the game were measured by three dimensions ranging from
lower levels to higher levels of learning (refer to the questionnaire in Attachment 3):
Students’ appreciation of marketing knowledge learnt from CSE
Students’ attitudes towards the application of marketing knowledge and other management
skills learnt in the class
Students’ attitudes towards the conceptual reasoning and analytical skills required in
making decisions in the game
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The overall evaluation of the game was measured by three attributes, each of which
summarized each of the three learning effectiveness dimensions described. The major results
are presented below.
Demographic Profile of the Respondents
The profile of the respondents for each term is shown in Table 3 based on the information of
the pre-CSE survey for each term. The profile of the respondents in the post-CSE survey was
similar to the pre-CSE survey and was not reported here.
Table 3: Demographic Profile of the Respondents based on pre-CSE Surveys
Demographic Variable
Values First Term (n=67)
Second Term (n=77)
Statistical Significance (Chi-square)
Gender Male 34.3% 23.4% Insignificant Female 65.7% 76.6%
Year of Study Year 1 1.6% 3.9% P < .01 Year 2 11.9% 48.2%
Year 3 74.6% 42.9%
Year 4 11.9% 5.2%
Mode of Study Full Time 70.1% 84.4% P < .05
Others 29.9% 15.6%
Study Major Arts 1.5% 5.2% Insignificant
Social Science 1.5% 3.9%
Accounting 22.3% 29.9%
Finance and Insurance
23.9% 10.3%
HRM 16.4% 16.9%
Marketing 25.4% 27.3%
Others 9.0% 6.5%
Total 100% 100%
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The Appreciation of Marketing Knowledge
The results of the learning attributes for students’ appreciation of the marketing knowledge
learnt from taking part in the CSE are shown in Table 4. Two learning attributes, “The game
makes me aware of the importance of information to assist decision making” and “The game
makes me aware of the influence of competitive environment on sales performance”, were
found significant in this study in the first term, but all attributes were insignificant in the
second term.
Table 4: The Appreciation of Marketing Knowledge learnt from CSE
Attributes contributed to Student Learning
Pre-CSE (1st Term)
(n=67)
Post-CSE (1st Term)
(n=61)
Statistical Significance
(t-test)
Pre-CSE (2nd Term)
(n=77)
Post-CSE (2nd Term)
(n=60)
Statistical Significance
(t-test) The Game makes me aware of the elements considered in developing a marketing plan.*
4.87 5.19 Insignificant 5.05 5.10 Insignificant
The Game makes me aware of the decisions involved in marketing activities (i.e. the decisions for target market and 4Ps).
4.94 5.21 Insignificant 5.23 5.23 Insignificant
The Game makes me aware of the impact of the decisions in other functional areas on marketing activities (e.g. production order quantity decisions, hiring decisions for the salespeople etc.).
5.10 5.41 Insignificant 5.10 5.27 Insignificant
The Game makes me aware of the importance of information to assist decision making.
5.09 5.60 P < .05 5.29 5.20 Insignificant
The Game makes me aware of the influence of competitive environment on sales performance.
4.91 5.50 P < .01 5.23 5.32 Insignificant
* All measurement items were measured by 7-point Likert scales with 1=strongly disagree and 7=strongly agree.
The Application of Marketing Knowledge and Other Management Skills
Students’ attitudes towards the application of marketing knowledge and other management
skills to decision making in the game were presented in Table 5. Only one learning attribute in
the first term, “The game assists me to learn how to formulate decisions to meet competition”,
was found significant. All other attributes were perceived as similar between the pre-CSE and
post-CSE survey in both terms.
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Table 5: The Application of Marketing Knowledge and Other Management Skills learnt
Attributes contributed to Student Learning
Pre-CSE (1st Term)
(n=67)
Post-CSE (1st Term)
(n=61)
Statistical Significance
(t-test)
Pre-CSE (2nd Term)
(n=77)
Post-CSE (2nd Term)
(n=60)
Statistical Significance
(t-test)
The Game assists me to learn how to analyze and use information to make decisions.*
4.94 5.32 Insignificant 5.13 5.30 Insignificant
The Game assists me to learn how to integrate the decisions for 4Ps and in other functional areas to maximize sales performance.
4.76 5.21 Insignificant 5.01 5.00 Insignificant
The Game assists me to learn how to formulate decisions to meet competition.
4.85 5.33 P < .05 5.08 5.27 Insignificant
The Game improves my communication skills
4.64 4.90 Insignificant 5.06 5.15 Insignificant
The Game fosters leadership development
4.72 5.11 Insignificant 5.00 5.10 Insignificant
The Game encourages teamwork and collaborative behavior
5.21 5.40 Insignificant 5.27 5.27 Insignificant
* All measurement items were measured by 7-point Likert scales with 1=strongly disagree and 7=strongly agree.
The Attitudes towards the Conceptual Reasoning and Analytical Skills required in the Game
Students’ attitudes towards the conceptual reasoning and analytical skills emphasized in the
game for decision making are indicated in Table 5. The first learning attribute in Table 5, “The
game urges me to think ahead where the market should be headed”, was found significant in
the first term while all other attributes were not significant in both terms.
To summarize the findings presented, the following student learning attributes were very
much appreciated by the students after the completion of the CSE:
The Game makes me aware of the importance of information to assist decision making
The Game makes me aware of the influence of competitive environment on sales
performance
The Game assists me to learn how to formulate decisions to meet competition
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The Game urges me to think ahead where the market should be headed
The Overall Evaluation of The Game
Three attributes, one for each measurement dimensions outlined previously were used to
measure students’ overall evaluation of the game. The findings are showed in Table 6. The
results indicated that students’ perception of the learning attributes greatly improved in the
first term but not in the second term. Similar pattern was found in each measurement
dimension shown in previous tables. One plausible explanation to interpret the results in the
second term was that the prompt remedial actions taken in the first term according to the
students comments during the interviews smoothed the running of the game in the second
term and hence the student expectations prior to the CSE matched with the performance
perception after the CSE. The significantly higher ratings of the pre-CSE survey in the second
term compared to that of the first term further confirmed this explanation.
Overall speaking, the students in the first term expressed favorable attitudes towards the
following learning outcomes:
Table 6: Students’ Attitudes towards Conceptual Reasoning and Analytical Skills required in the game
Attributes contributed to Student Learning
Pre-CSE (1st Term)
(n=67)
Post-CSE (1st Term)
(n=61)
Statistical Significance
(t-test)
Pre-CSE (2nd Term)
(n=77)
Post-CSE (2nd Term)
(n=60)
Statistical Significance
(t-test)
The Game urges me to think ahead where the market should be headed*
4.93 5.40 P < .05 5.22 5.25 Insignificant
The Game requires me to predict where the competition will be.
5.04 5.39 Insignificant 5.33 5.32 Insignificant
The Game encourages me to plan my decisions ahead.
5.06 5.42 Insignificant 5.32 5.32 Insignificant
* All measurement items were measured by 7-point Likert scales with 1=strongly disagree and 7=strongly agree
The Game increases my understanding of the knowledge in marketing
The Game allows me to apply what I have learned in the class to real situations
The Game improves my conceptual reasoning and analytical skills
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Student Performance in the Individual Assignment and Final Examination
The course Marketing Management was taught by a teaching team consisting of two to
sometime four members with membership varied year by year. Although all subject
instructors followed the same assessment rubric to do the markings, there were still some
differences in instructors’ assessment styles, subjective views on the answers provided and the
marking ranges adopted. Only two sections of students were included in the student
performance analysis for this project as these two sections were taught by the same project
supervisor in the last two years. The results are presented in Table 6.
The results showed that student performance was improved in the year 2014-15 compared to
performance in 2013-14. Although the attribution of student performance improvement to the
implementation of CSE might be subject to history errors and influences of the third factor as
there was no control group designed for the same game period, observations by the project
supervisor in the same game period indicated that these errors and influences should be
minimal, even if they could not be totally eliminated.
Team Formation and Group Dynamics
Another interesting result concerning the group dynamics in team performance was identified.
With regard to the two sections of students selected, the team membership in one section was
assigned by the project supervisor while that of the other section was decided by the students
themselves. The game performance of each section for first term and second term is shown in
Table 7. According to the results of Table 8, it seems that game performance for teams with
membership decided by the project supervisor was slightly better than the teams with
membership decided by the students themselves. It might be that the project supervisor tended
to allocate students with different majors in a team which better fostered group dynamics and
hence improved team performance. However, Anderson (2005) found that it was the group
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cohesion and willingness to work together interdependently that contributed to the team
success more than the heterogeneity of ideas coming from different experts in a group. The
findings in this research might suggest a more effective way to form teams in carrying out the
group assignments.
Table 7: Student Overall Evaluation of the Learning Attributes for CSE
Attributes contributed to Student Learning
Pre-CSE (1st Term)
(n=67)
Post-CSE (1st Term)
(n=61)
Statistical Significance
(t-test)
Pre-CSE (2nd Term)
(n=77)
Post-CSE (2nd Term)
(n=60)
Statistical Significance
(t-test) The Game increases my understanding of the knowledge in marketing*
4.79 5.41 P < .01 5.14 5.27 Insignificant
The Game allows me to apply what I have learned in the class to real situations
4.46 5.10 P < .01 4.94 5.10 Insignificant
The Game improves my conceptual reasoning and analytical skills
4.82 5.29 P < .05 5.12 5.13 Insignificant
* All measurement items were measured by 7-point Likert scales with 1=strongly disagree and 7=strongly agree.
Table 8: Student performance in Individual Assignment and Final Examination
Assessment Method
Year 2013-14 First Term
(n=66)
Year 2013-14 Second Term
(n=61)
Year 2014-15First Term
(n=61)
Year 2014-15 Second Term
(n=55)
Statistical Significance (ANOVA)
Individual Assignment
62.6* 61.4 67.5 67.7 P < .01
Final Examination
53.2* 53.7 57.9 58.9 P < .01
*Average score on the basis of 100.
2.5 Conclusions
This research studies the impact of using simulation games on students learning. The
simulation game selected in this project allowed the students to engage in decision making in
a low risk, dynamic and interactive environment. Through a series of decision making
activities, students learnt how to interpret the information and results after each game period,
how to conceptualize the situation faced, how to formulate the operational and strategic
decisions for the next period, how to integrate theories and concepts with practice, and how to
cope with the team dynamics throughout the game. The project findings showed that
simulation games assisted learning in both the cognitive and affective learning domains. This
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project also highlighted a number of implementation issues and challenges facing students
and instructors when using simulation games as learning tools. It is hoped that the experiences
gained in this project could further improve student learning and provide insights to
instructors in other courses who want to adopt simulation games as part of the curriculum.
Some challenges for students
Learning from simulation games requires students to get involved in the process of learning
cycle. Herz and Mertz (1998) indicated that the learning cycle consists of four stages:
concrete experience, reflective observation, abstract conceptualization and active
experimentation. In essence, simulation games allow the students to make decisions according
to the structure game environment and the information provided in each decision period;
reflect and observe the consequences of their actions; develop a conceptual understanding of
the actions taken and the situation faced by analyzing and synthesizing the information learnt
and integrating the theories and concepts with the situation faced, and finally make new and
improved decisions based on the conceptual understanding. Furthermore, the learning effects
are generally higher at the beginning of the game and then deteriorate towards the end of the
game (Vos, 2014). To make the learning process more effective, Tao, Yeh and Hung (2015)
suggested that different activities should be designed throughout the game period to sustain
the development of knowledge and skills.
As pointed out in previous sections, students’ reactions to the CSE came into two extremes.
Some students, especially those who were non-business majors, felt at the beginning of the
game overwhelmed and confused with the vast amount of information provided. This was
particular serious when the student had missed the introduction session of the CSE. It was
therefore important to remind the students at the early stages of the learning cycle the active
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learning process involved in CSE and missing the CSE introduction session impeded the
whole learning process. In other words, students’ active participation in the game is required
to make the learning cycle effective. Executive briefings and boardroom report were two
activities to enhance the effectiveness of the learning cycle.
Debriefing was another step to enhance student learning (Petranak, 2000; Crookall, 2010).
Debriefing provides the conceptual framework and theories that guide the students to gain
something out of their learning experiences from the game. Debriefing usually occurs after
each round of the game. The instructor is not only to provide some feedbacks, but to initiate
active discussions with the students so that they can self-reflect the actions taken and connect
their experiences gained over different game periods, and hence deepen their understanding of
the theories and concepts in marketing. Crookall (2010) argued that actual learning for
simulation games not comes from playing the games, but from effective debriefings.
Some challenges for instructors
In addition to the issues of selecting the right game and debriefing mentioned, it is also a
challenge facing instructors to work together in using the simulation games (Vos and Brennan,
2010). First, teaching members have to believe in the pedagogical benefits delivered by using
the games over such traditional methods as lectures and case studies. Second, the instructors
have to be well versed with using the games in every aspect so that they can be confident in
dealing with all possible queries from students. This is challenging to those instructors who
are not exposed to using the games previously. Third, it takes a lot of time to prepare and plan
the games, given that the time is available in view of other responsibilities assumed. These
barriers prohibited the wider use of simulation games as learning tools. Vos and Brennan
(2010) found that those who used the simulation games as a learning tool were usually those
game enthusiasts.
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To make simulation game a more effective learning tool, instructors have to get involved
actively in the process as the pedagogical benefits of the games do not come automatically.
Taylor, Backlund and Niklasson (2012) recommended a coaching role for the instructor. In
fact, an instructor has to assume multiple roles that include providing regular feedbacks,
integrating the theories and concepts with the students’ experiences, increasing the levels of
difficulty to keep students involved and challenged over all the game periods, and reducing
team members’ conflicts and stress throughout the game so that some members are not
discouraged with the game experiences.
Another challenge facing the instructors in using simulation games is how to assess student
learning. In general, multiple assessments at different stages of the game were recommended
(Michael and Chen, 2005). Chin, Dukes and Gamson (2009) also suggested the use of pre-
and post-tests to assess learning effectiveness. However, instructors have to consider a
balance between workloads and validity of learning effectiveness assessment. Too many
assessments conducted might mean adding too much workload to both the students and the
instructors and reduce both learning and teaching effectiveness. Given the research and
teaching pressures, and other administrative responsibilities in the university, instructors are
therefore discouraged and reluctant to adopt simulation games due to the extensive
preparations, planning and administrative tasks involved, even if they are fully aware of the
pedagogical benefits of the games. Additional university supports are thus required to
encourage the use of simulation games as learning tools for students.
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[17] Redmond, W. H. (1989), “On the Duration of Simulations: An Exploration of Minimum Effective Length,” Journal of Marketing Education, 11(1), 53-57.
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