Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills

被引:91
作者
Huang, Yueh-Min [1 ]
Silitonga, Lusia Maryani [2 ]
Wu, Ting-Ting [2 ]
机构
[1] Natl Cheng Kung Univ, Dept Engn Sci, 1 Univ Rd, Tainan 701, Taiwan
[2] Natl Yunlin Univ Sci & Technol, Grad Sch Technol & Vocat Educ, 123,Sec 3,Univ Rd, Touliu 64002, Yunlin, Taiwan
关键词
Games; Simulations; Cooperative; collaborative learning; Teaching; learning strategies; Improving classroom teaching; STUDENT; PERFORMANCE; MANAGEMENT; ENVIRONMENTS; UNIVERSITY; LEARNERS; SYSTEMS;
D O I
10.1016/j.compedu.2022.104494
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Engagement forecasts positive education outcomes such as learning and skills development. Business simulation games (BSGs) are linked to skills development, and the flipped classroom is acknowledged as a successful approach for encouraging student-centered learning through engagement. This study investigated the impact of BSGs in a flipped classroom on student engagement, learning achievement, and higher-order thinking skills (HOTS). A quasiexperimental design was employed in an undergraduate entrepreneurship course. The sample consisted of 48 students in a business university. The flipped classroom was designed for both the control and experimental groups, but the instructional material was implemented using a BSG with the experimental group. The results of quantitative and qualitative analyses indicated that the use of the BSG had positive impacts on behavioral engagement, cognitive engagement, and learning achievement and improved HOTS such as problem-solving, critical thinking, and creativity.
引用
收藏
页数:21
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