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Research Design
Effects of the use of Business simulation games on Motivation and Learning Outcomes
Mimi So
Hunter College
EDPS 713
Introduction
An effort of educators, researchers and practitioners has been the search for effective
interventions to promote motivation and academic achievement. Tao, Cheng and Sun (2009)
found that according to a national survey, of 2005 junior college students, 20.3% of students
rarely participated in class, 29.9% often avoided attending class and 49.7% often did irrelevant
things in class. The authors attributed the cause of student behaviors to lack of student
motivation. While the survey (Tao, Cheng, Sun 2009) shows a decrease in students’
participation in class, a survey of 27 Universities and colleges (Pew Internet and American Life
2002) reveals 70% of college students plays video, computer or online games at least once in a
while and 65% of college students identifies themselves as regular and occasional game players.
Increasing use of computer games for entertainment has become a widespread topic that draws
Increased game playing among students has led to researchers’ and educators’ interest in the
effects of video games on student performance. Simulation games attempts to replicate real life
activities in the form of a multimedia interactive tools for learning. Many business and higher
education institutions have started to use Simulation games for training staff and learning
purposes.
Background
Instructional games for training purposes can be dated back to ancient times in war for strategy
use such as the chess game. Recently, many research studies focused on developing instructional
model that emphasizes on a more active role of learning (R.Garris, R. Ahlers, J.E.Driskell, 2002)
causes the changes in instructional designs. Many institutions in higher education and
organization begun to adapted computer simulation games to enhance learning and training.
Progress in technology makes digital games a feasible tool for learning (F. Fu, R. Su, S. Yu,
2009). Therefore, there is a need to test the effectiveness of instruction designed games on
Business Education
Business school curriculum was unable to prepare students adequately to correspond to business
realities ( Lainema, Makonene, 2003) because academic practice in business education are
teaches students the process and understanding of business functions in a predictable way.
Teaching methods that are solely based on lectures and review of cases neglect the importance of
practice and implementation of business concepts in the real world (Ben-Zvi, 2010). Business
education is also criticized for its content-oriented approach as inappropriate to the changing
Traditional teaching methods or lectures fail to initiate student motivation effectively compare to
problem based learning environment which were offered in most simulation games. A study
taken in Korea comparing the effects of problem based learning and lecture based learning in an
adult health nurse course (Hwang, Kim 2002) found that students in the problem based learning
group gain more knowledge and had higher motivation compared to students in lecture based
learning. Hwang and Kim (2006) attributed the results to lack of attractiveness in traditional
lecture. A literature review for research on effects of games on motivation noted that educational
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games increase the motivation to learn (Randel, Morris, Wetzel & Whitehill, 1992). While
games are fun, engaging and immersive, research suggested that games can be used as an
educational tool for effective learning and increase motivation ( Tuzun, Yilmaz-Soylu, Karakus,
Inal, &Kizilkaya 2009; Papastergiou 2009; Ben-Zvi 2010; Garris, Ahlers, & Driskell 2002).
Simulation Games
Games in general should be fun, engaging to involve students actively, and create high interest
(Henson, 1982). Games were motivational due to the aspects of fantasy, rules/goals, challenge
and control (R.Garris,et.al 2002). Simulation imitates real-life system or a phenomenon that can
elements similar to real-world (Neil, 1975). A simulation game offers learner the opportunity to
practice decision making skills, and strategy planning that requires critical thinking skills and
problem solving skills. It also provides learners with the experience that might not be available
or might be too costly in real-life situations. Simulation teaches specific process within a
environment (Mhaboubian, 2010). Game playing allows learners to be immersed and engaged in
their actions, draw conclusions and test their hypothesis by means of a “trial and error” approach
to promote problem solving skills and critical thinking (Vos,van der Meijden & Denessen 2010).
Vos et.al (2010) also stated that games offers learner control of the process, so learner can have
the time to analyze, evaluates and practice concepts the games wants to teach.
Learners engage in activities and challenges where learners activate prior knowledge to construct
new knowledge by means of providing a complex learning environment which can be apply in
Research Design 5
the real-world ( Tuzun, Yulmaz-Soylu, Karakus, Inal , Kizilkaya, 2009). Many studies and
articles point out that simulations games lead to increase in student achievement and motivation
Approaches to Learning
approach where learners are trying to make sense of the world around them (Vos, van der
Meijden & Denessen 2010). Business simulation games are developed and designed base on the
learner’s ability to solve real-life problems. The learner takes an active role in constructing
knowledge through experience. Simulation games provide learner the environment where they
knowledge with new information. Knowledge is constructed when learners develop a mental
model or presentation while integrating prior knowledge with new information. A learner
received information, retains, analyzes, and form schemas by relating to prior knowledge in long
term memory for evaluating information. Cognitive processing is required for the construction
Understanding and applying principles of the cognitive load theory in multimedia learning is also
important for educational games to be effective. Cognitive load theory is based on the notion of a
Research Design 6
limited working memory capacity of 7 plus and minus 2 and an unlimited long-term memory.
Cognitive load theory focuses on complex tasks where instructional control of the cognitive load
is critical to meaningful learning. In order for learning to occur, instructional design should be
developed to decrease extraneous load and intrinsic load while increasing germane load. Plass,
Moreno and Brunken (2010) identified three types of cognitive load that occurs in working
irrelevant information presented in the learning material. The intrinsic load depends on the
interactivity of elements which can be defined in relation to level of expertise. Higher level of
expertise results in low intrinsic load. The third and final type of cognitive load results from
active schema construction processes and beneficial to learning is the germane load.
Moreno (2010) discussed techniques for increasing germane load such as the personalized
principle, and guided principle, methods aimed at engaging learner to exert mental effort in
messages are more likely lead to meaningful learning. The guided principle refers to the
instruction that offers an interactive environment for manipulating learning material and
dialoguing with a pedagogical agent. Base on the guided principle, meaningful learning occurs
when instructions are designed to prompt learners to actively engage in the selection and
organization of information. Educational games attempt to integrate these principles into the
game design for better learning. A study for testing the effects of personalized messages in a
multimedia science lesson proved to enhancing student learning (Moreno, Mayer 2000). Students
exposed to personalized messages in the experiment performed better on transfer and retention.
Simulation games often are role playing games allowing interactions with virtual agents and
Simulation games maybe designed to include aspects of cognitive load theory for increasing
germane load. Simulation games are personalized through role-playing or having a virtual agent
speaking directly to you. Business simulation games also provide a certain level of guidance
where the virtual agent provides the learner with suggestions and advice. A Virtual Reality
learning Environment (VRLE) identified by Huang, Rauch and Liaw (2010) provides the
interactive environment for immersion as well as offering the simulation a safe and realistic
environment for learners to perform specific task. Immersive environments increase motivation
Huang, Rauch and Liaw (2010) identified constructivist learning approaches that are offered in a
Virtual reality Learning Environment which are, situated learning, role-playing, problem base
learning and creative learning. In a simulated environment in real time, learners construct
knowledge through interaction with objects and events in a virtual world. Role playing provides
a sense of self in the virtual environment through graphic representatives of character, avatars
and increases student motivation and becomes immersive. In a virtual world, a situation can be
easily created to foster critical thinking skills to solve a specific problem. Learners can explore,
Motivation is the willingness of the learner to engage in a task and a key factor on student
achievement. Games fostering intrinsic motivation are a big challenge of every instructional
game design. Individual difference and game genre influence the learners’ engagement is the
game, which can be reflected on learners’ motivational level. A design that is highly engaging
should include role-playing, challenges within the learners’ ability, and include interactive
choices within the game. According to Dickey (2005) interactivity of a game that allows
Research Design 8
exploration, experimenting and manipulating within a game environment is engaging and leads
to increase in motivation. Game characteristics such as challenge, fantasy and curiosity foster
intrinsic motivation.
The ARCS model of motivation developed by John Keller (1987) identifies four components for
students’ interest gained or maintained during activities. Relevance is how student perceives the
expectation of winning or completing the task. Satisfaction refers to the reward anticipated. In
order to initiate and maintain motivation during activities, instructional design as well as game
design should include the four components described in the ARC model.
Games designed based on the ARCS model allows for arousal of students’ interest through
integrating game aspects such as role play and stimulate curiosity by posing challenging
establishes the link and transforms skills practiced in a virtual environment into real-world.
Games often provide feedbacks either through a virtual agent or allow students to see the
outcomes of their choice or action which therefore, increases motivation. Rewards or incentives
Literature Review
There are mixed results from previous studies regarding the effects of learning games on
motivation and achievement. The gaming approach for learning supported by constructivism is
Research Design 9
believed to increases motivation and learning outcomes. In a study taken in Turkey, testing the
geography learning (Tuzun et. Al. 2009) found significantly higher levels of intrinsic motivation
in students who learned in a game based learning environment compared to traditional school
environment. While results indicated a lower extrinsic motivation, students focused less on
grades but became more independent in participating in activities, results reveals a statistically
significant gains in achievement test. Game activities offering exploration and interaction
affordance increases both motivation and learning outcomes compare to traditional teaching.
Another study examines the effects of digital game-based learning in Greek High School science
education on educational effectiveness and student motivation (Papastergiou, 2008). A pre and
post test using the Computer Memory Knowledge test to measure the effects of game learning by
comparing the intervention group with the control group indicates the gaming approach was
more effective in promoting students’ knowledge of computer memory concept and motivational
than the non-gaming approach. Other research also suggested that games are an effective tool
for learning and teaching ( Tao,Cheng, Sun,2009; Ben-Zvi, 2010). Coller and Scott (2009) tested
the effectiveness of using video game to teach a course in mechanical engineering. They
reported that student s taking game-based course were willing to spend twice as much time on
their work outside of class. Gabrielle (2002) examines the effects of technology-mediated
instructional strategies on motivation and performance found that students using technology
mediated instructions has higher grades and has a higher motivation level. This demonstrated
that students are more motivated to learn in a game based learning environment.
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However, a recent study on the effects of modern mathematic computer games on mathematic
achievement and class motivation (Kebritchi, Hirumi, Bai, 2010) found no significant
instructions (Randel, Barbara, Morris, Wetzel &Whitehall 1992) reviewed empirical studies
from 1984 to 1991. A total of 67 Studies reviewed, 28 studies show no difference between games
and traditional instructions; 22 favor games; 5 favor games but remains questionable due to
research design; and 3 favor conventional instructions. Kebritchi, Hirumi and Bai (2009) pointed
out that various literature review related to instructional games indicated mixed results which
requires further research to help educators better understand game effects for implementation in
class instructions. Mixed results found in previous literature posed unclear or weak evidence for
Research Design
In this study we attempt to measure the effects of simulation games on student achievement and
motivation and academic achievement. In addition, the study will also examine the effect of
instruction during game play on student motivation and achievement. It is predicted that
students exposed to the game will become immersed by the challenges offers in the game.
Student playing the game will gain knowledge of business functions and processes through
Simulated environment offered in the game increases student motivation by means of the
Method
The research design proposed here attempts to determine whether business simulation games can
be used in an educational setting to promote motivation and learning. The study will be
conducted on College students taking an introductory business course. A pre and post test will be
conducted before and after the implementation to measure student motivation on both the control
and the intervention group. The instructional Material Motivational Survey (IMMS), 36 Likert-
scale survey statements corresponds to the ARCS model of motivation developed by Keller, was
adopted to measure student motivation. Students’ grades will be evaluated for understanding
student achievement.
Sample
Participants will include students a University taking introductory Business classes, age 18-22.
The purpose of selecting this sample group is due to the used of Business Simulation Game in
this study which is suggested for use in Business training and practices.
Materials
The study will employ the use of a stimulation game to test its effects of achievement when
incorporated into the classroom activities. Materials will also include a participant questionnaire
solicited information on participants’ gender, age, grade point average, prior videogame
experience, knowledge of business process or concepts rated in a scale of 1 to 5; 1 for very little
Measurement
The ARCS model developed by John Keller identifies four components for motivating
Motivational Survey (IMMS) developed by John Keller has been administered in the research
(Gabrielle 2002). Instructional Material Motivational Survey was an ARCS model based
considered a valid instrument and has a documented reliability coefficient of .96 (Keller 2006).
Students’ academic achievement will be measured based on grades achieved during the semester.
Procedure
The study will take over a period of two semesters. During the first semester, a pre a post test for
measuring motivation will be conducted on students taking introductory business classes. Grades
will also be collected for comparison. For the second semester a pre test and post test will also
be conducted on students taking introductory business classes. During the second semester,
students will need to engage a minimum of one hour per week playing the Business Game
offered in class. Students in the second semester will be divided into two groups; game play
without instruction (GP) and game play with instructions in class (GPI). Students are allowed to
play anytime they want outside of class by simply log-in to the game online. At the end of the
semester, students are to report the number of hours they spend playing the game outside of class.
Again, all students’ grades will be collected for analyzing student achievement. First semester
students will serve as the control group in this experiment whiles the second semester student
will serve as the experimental group (intervention group). A comparison between the two groups
Research Design 13
in the second semester will also be measured in terms of academic achievement and motivation
to understand whether instruction with game implementation play a role in student achievement
and motivation.
Data Analysis
Data will be analyzed using a repeated measure on each group to understand the transition of
student motivation during the semester in each group. For example, first semester pre-test
(S1Pre) IMMS score will be compared with first semester post-test (S1Post) IMMS score. The
Pre-test and Post-Test IMMS score for the second semester will also be analyzed using a
repeated measure to determine whether there is any increase in student motivation. A one way
ANOVA will be employed to measure the difference in means between the control and
intervention group on motivation. A one way ANOVA will be employed to measure the
difference in the changes in students’ motivation between the group that play the game and
received instruction (GPI) compare to the group that play the game without instructions (GP) to
understand the effects of instructions during game play have on student motivation and
achievement. Student grades will be analyzed using the independent measure ANOVA to
compare students’ achievements among the groups. A Correlation analysis will be conducted to
understand the relationship between time spend playing outside of class on student motivation
and achievement.
Discussion
The purpose of the study is to determine whether business simulation games can be used as an
perspective to evaluate the effects of game based learning on student motivation and
achievement. Recent changes in education learning also incorporate games in classrooms and
achievement based on previous research is not clear which requires further research.
On a theoretical level, this research adds empirical evidence to the gaming approach theory and
constructivism. Measuring the effects of simulation games allow us to understand and make
connections to how game effects can initiate and sustain student motivation which will lead to
improve in achievement. If the study shows positive results, this study will lead to further
investigation for testing specific aspects of game play on student motivation and achievement.
Game aspects include challenge, fantasy, and control, which each of these aspects might be a key
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Research Design 16
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