Business Simulation, Student Competency, And Learning Outcomes
DOI:
https://doi.org/10.24912/jm.v25i1.709Abstract
The shifting paradigm in the learning process changes with technological advances and the internet. The learning process is through conventional classes with teacher centre learning and is changing towards student centre and experiential learning. Unika Atma Jaya's management program develops learning using IT platforms for business simulations to train students' way of thinking about business processes within the company virtually. This study wants to examine how a business simulation class student's experience impacts student business competency and learning outcomes in learning Business Simulation. The results showed that student experience through perceived usefulness and perceived enjoyment affected learning outcomes mediated by student business competency.
References
Aries, A., Vional, V., Saraswati, L., Wijaya, L and Ikhsan, R. (2020). Gamification in learning process and its impact on entrepreneurial intention.Management Science Letters , 10(4), 763-768. http://dx.doi.org/10.5267/j.msl.2019.10.021.
Asiri, A., Greasley, A., and Bocij, P. (2017). A review of the use of business simulation to enhance students" Employability (WIP). (2017). Summer Computer Simulation Conference (SCSC). https://doi.org/10.22360/summersim.2017.scsc.039.
Brown, D. M., Robson, A., and Charity, I. (2018). International masters' student perspectives of team business simulations. The International Journal of Management Education, 100268. https://doi.org/10.1016/j.ijme.2018.11.004.
Chai-Lee Goi. (2018). The use of business simulation games in teaching and learning, Journalof Education for Business, https://doi.org/10.1080/08832323.2018.1536028
Clarke, E. (2009). Learning outcomes from business simulation exercises. Education + training, 51(5/6), 448-459. https://doi.org/10.1108/00400910910987246.
Cohen, J. (2013). Statistical power analysis for the behavioral sciences. https://doi.org/10.4324/9780203771587.
Davis, F. D., Bagozzi, R. P., and Warshaw, P. R. (1989). User acceptance of computer technology: a comparison of two theoretical models. Management Science, 35(8), 982-1003. https://doi.org/10.1287/mnsc.35.8.98.
Dijkstra, T. K., and Henseler, J. (2015). Consistent and asymptotically normal PLS estimators for linear structural equations. Computational Statistics & Data Analysis, 81, 10-23. https://doi.org/10.1016/j.csda.2014.07.008.
Farashahi, M., and Tajeddin, M. (2018). Effectiveness of teaching methods in business education: A comparison study on the learning outcomes of lectures, case studies and simulations. The International Journal of Management Education, 16(1), 131-142. https://doi.org/10.1016/j.ijme.2018.01.003.
Farooq, M. S., Salam, M., Jaafar, N., Fayolle, A., Ayupp, K., Radovic-Markovic, M., and Sajid, A. (2017). Acceptance and use of lecture capture system (LCS) in executive business studies. Interactive Technology and Smart Education, 14(4), 329-348. https://doi.org/10.1108/itse-06-2016-0015.
Gatti, L., Ulrich, M., and Seele, P. (2019). Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes. Journal of Cleaner Production, 207, 667-678. https://doi.org/10.1016/j.jclepro.2018.09.130.
Hair, J. F., Hult, G. T. M., Ringle, C. M., and Sarstedt, M. (2017). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM), 2nd edition. Thousand Oaks: Sage.
Hair Jr, J., Sarstedt, M., Hopkins, L., and G. Kuppelwieser, V. (2014). Partial least squares structural equation modeling (PLS-SEM). European Business Review, 26(2), 106-121. https://doi.org/10.1108/ebr-10-2013-0128.
Hanafiah, M.H. and Jamaluddin, M.R. (2018). Student Perception towards In-Class Simulation Games: A Case of Hospitality Investment Simulation. Journal of Tourism, Hospitality & Culinary Arts, 10(1), 73-74.
Harold F. O'Neil, Eva L. Baker, Ray S. Perez. (2016). Using Games and Simulations for Teaching and Assessment: key issues. Ist edition. Routledge. https://doi.org/10.4324/9781315817767.
Hernández-Lara, A. B., Serradell-López, E., and Fitó-Bertran, À. (2019). Students' perception of the impact of competences on learning: An analysis with business simulations. Computers in Human Behavior, 101, 311-319. https://doi.org/10.1016/j.chb.2019.07.023.
Hsu, Y., and Shiue, Y. (2017). Understanding factors that affecting continuance usage intention of game-based learning in the context of collaborative learning. EURASIA Journal of Mathematics, Science and Technology Education, 13(10). https://doi.org/10.12973/ejmste/77949.
Jonathan, L. Y., and Laik, M. N. (2019). Using experiential learning theory to improve teaching and learning in higher education. European Journal of Social Science Education and Research, 6(1), 123. https://doi.org/10.26417/ejser.v6i1.p123-132.
Levant, Y., Coulmont, M., and Sandu, R. (2016). Business simulation as an active learning activity for developing soft skills. Accounting Education, 25(4), 368-395. https://doi.org/10.1080/09639284.2016.1191272.
Lim, D., and Rubasundram, G. A. (2018). Disruption in teaching & learning: experiential learning and gamification in practice. Electronic Journal of Business & Management, 1, 87-93.
Lin, H., Yen, W., and Wang, Y. (2018). Investigating the effect of learning method and motivation on learning performance in a business simulation system context: An experimental study. Computers & Education, 127, 30-40. https://doi.org/10.1016/j.compedu.2018.08.008.
Lohmann, G., Pratt, M. A., Benckendorff, P., Strickland, P., Reynolds, P., and Whitelaw, P. A. (2018). Online business simulations: Authentic teamwork, learning outcomes, and satisfaction. Higher Education, 77(3), 455-472. https://doi.org/10.1007/s10734-018-0282-x.
Matute-Vallejo, J., and Melero-Polo, I. (2019). Understanding online business simulation games: The role of flow experience, perceived enjoyment and personal innovativeness. Australasian Journal of Educational Technology, 35(3). https://doi.org/10.14742/ajet.3862.
Mitchell, R. (2006). Custom vs evolved business simulations. Industrial and Commercial Training, 38(5), 248-250. https://doi.org/10.1108/00197850610677706.
Mohd Yatim, S., Goh, C. F., and Mohamad, R. Z. (2018). Factors influencing use of Monsoonsim business simulation by UTM undergraduate students. International Journal of Learning and Development, 8(2), 61. https://doi.org/10.5296/ijld.v8i2.13073.
Nitzl, C., Roldan, J. L., and Cepeda, G. (2016). Mediation analysis in partial least squares path modeling. Industrial Management & Data Systems, 116(9), 1849-1864. https://doi.org/10.1108/imds-07-2015-0302
Pratikto, H., Wira Prabowo, S. H., Murdiono, A., and Basuki, A. (2019). The role of business simulator games implementation in improving the ability of analysis and business decision making independently for students (Literature research). KnE Social Sciences, 3(11), 1005. https://doi.org/10.18502/kss.v3i11.4067.
Zulfiqar, S., Sarwar, B., Aziz, S., Ejaz Chandia, K., and Khan, M. K. (2018). An analysis of influence of business simulation games on business school students' attitude and intention toward entrepreneurial activities. Journal of Educational Computing Research, 57(1), 106-130. https://doi.org/10.1177/0735633117746746.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2021 Jurnal Manajemen
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License