Teaching and Learning with Business Simulation Game in Accounting Corresponding to Expected Learning Outcomes

Authors

  • Urairat Maneerattanasak
  • Surat Leerattanachai

Keywords:

Business Simulation Games, Teaching and Learning, Expected Learning Outcomes

Abstract

Teaching the theoretical business processes in the classroom lays basic knowledge of business processes however; the students are still unable to create true business process concepts as when they run a business on their own. Even if the teacher encourages the students to do business on their own, they may not be able to fully learn business processes due to the time constraints. Therefore, the use of tools such as business simulation games based on time simulation in teaching and learning allows students to create business process concepts covering critical processes that occur in real business in the short term, from learning and practicing through direct experience to visualize business processes and enjoying business process activities. It can also create situations for students to encounter business strategy problems and practice finding solutions. Besides, to the students can apply the business concepts gained from playing games to other courses. The application of business simulation games in teaching is recognized as being more effective than the traditional lecture-based instructional approach. This article presents the application of business simulation games for teaching specific courses in accounting. Moreover, it provides guidelines for evaluating the learning outcomes in practice.

References

สุวดี เหมือนอ้น. 2565. การปรับเปลี่ยนกระบวน. สืบค้นวันที่ 16 พฤษภาคม 2565 จาก https://www.mhesi.go.th/index.php/all-media/infographic/7315-650505general1.html

Acctwork. 2013. Home. Retrieved April 3, 2022 from https://home.acctwork.com/

Anderson, Lorin W., Krathwohl, David R. & Bloom, Benjamin S. 2001. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. Complete ed. Longman.

Anderson, Philip H., & Lawton, Leigh. 2009. Business Simulations and Cognitive Learning: Developments, Desires, and Future Directions. Simulation & Gaming. 40 (2) 193 - 216. Doi:10.1177/1046878108321624

Azawi Al, Rula, Bulshi, Mazin & Farsi, Fatma. 2016. Educational Gamification vs. Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology (IJIMT). 7. 131 - 136. Doi:10.18178/ijimt.2016.7.4.659

Bloom, Benjamin S. 1956. Taxonomy of educational objectives: The classification of educational goals. New York: Longmans, Green.

Brown, Julie K. 2008. Student-centered instruction: Involving students in their own education. Music Educators Journal. 94 (5) 30 - 35.

Contessotto, Christine. 2018. The introduction and assessment of a business simulation game. AFAANZ Early Educator Forum. November 2018.

Demeter ICT. 2019. UX / UI คืออะไร? Retrieved April 3, 2022 from https://www.dmit.co.th/th/ข่าวสาร/ux-vs-ui/

Durso, Samuel & Reginato, Luciane & Cornacchione, Edgard. 2020. Gamification in accounting and Students' Skillset. Advances in Scientific and Applied Accounting, 12. Doi:10.14392/ASAA.2019120305.

eLearning Industry. 2022. Top Gamification Learning Management Systems (2022). Retrieved April 3, 2022 from https://elearningindustry.com/top-gamification-lms-software-learning-management-systems

Gijbels, David, Dochy, Filip, Van den Bossche, Piet & R.Segers, Mien. 2005. Effects of Problem-Based Learning: A Meta-Analysis from the Angle of Assessment. Review of Educational Research, 75, 27 - 61. Doi:10.3102/00346543075001027

Goi, Chai-Lee. 2019. The use of business simulation games in teaching and learning. Journal of Education for Business. 94 (5) 342 - 349. DOI: 10.1080/08832323.2018.1536028

Ihsan, Siti Normaziah & Abdul Kadir, Tuty Asmawaty. 2018. Adoption of Software Development Life Cycle (SDLC) Model in Games Development Framework for Serious Games Applications. Advanced Science Letters. 24. 7300 - 7304 Doi:10.1166/asl.2018.12932

Jonathan, Leong & Laik, Ma. 2019. Using Experiential Learning Theory to Improve Teaching and Learning in Higher Education. European Journal of Social Science Education and Research. 6 123 - 132. Doi:10.26417/ejser.v6i1

Lacruz, Adonai Jose, & Américo, Bruno Luiz. 2018. Debriefing's Influence on Learning in Business Game: An Experimental Design. Brazilian Business Review. 15 (2) 192 - 208. Doi:10.15728/bbr.2018.15.2.6

Lim, Donald & Rubasundram, Geetha A. 2018. Disruption in teaching & learning: experiential learning and gamification in practice. Electronic Journal of Business & Management, 1, 87 – 93.

Maneerattanasak, Urairat. 2021. Digital Game-Based Pedagogy: Teachers' Perspectives, 2021. The 6th International STEM Education Conference (iSTEM-Ed) 2021. pp. 1-4.

Maneerattanasak, Urairat., Shotelersuk, Voraluk., Prakhongsee, Sujittra., Keawchan, Piyawan. & Leerattanachai, Surat. 2020. The Design of Learning Business and Accounting Process through Online Game for Learning Outcomes for Technical Competence. Proceedings of the 7th National and International Conference on Administration and Management. Mahanakorn University of Technology, Bangkok, THAILAND, February 24 - 25, 2020 36 - 46.

Mohd Yatim, Shafudin & Goh, Chin & Mohamad, Raihanatul. 2018. Factors Influencing Use of Monsoonsim Business Simulation by UTM Undergraduate Students. International Journal of Learning and Development, 8, 61. Doi:10.5296/ijld.v8i2.13073

MonsoonSIM. 2021. About Us. Retrieved April 3, 2022 from http://www.monsoonsim.com/

Morin, Jennifer, Tamberelli, Frank & Buhagiar, Tarek. 2020. Educating business integrators with a computer-based simulation game in the flipped classroom. Journal of Education for Business, 95 (2) 121 - 128. DOI: 10.1080/08832323.2019.1613951

Morris, Thomas H. 2020. Experiential learning – a systematic review and revision of Kolb’s model. Interactive Learning Environments. 28 (8) 1064 - 1077. DOI: 10.1080/10494820.2019.1570279

Park, C. Whan, Gardner, Meryl P. and Thukral, Vinod K. 1988. Self-Perceived Knowledge: Some Effects on Information Processing for a Choice Task. The American Journal of Psychology. 101 (3) 401 - 424.

Salika.co. 2021. Vonder: อีกขั้นของ EdTech ไทย คือใช้ Gamifi ตีตลาดโลก. Salika Knowledge Sharing Space. Retrieved April 3, 2022 from https://www.salika.co/2021/02/19/vonder-thai-edtech/

Sugahara, Satoshi & Lau, David. 2018. The effect of game-based learning as the experiential learning tool for business and accounting training: A study of Management Game. Journal of Education for Business. 94 1 - 9. Doi:10.1080/08832323.2018.1527751

Welbers, Kasper, Konijn, Elly A., Eden, Allison, and Brugman, Britta C. 2019. Gamification as a tool for engaging student learning: A field experiment with a gamified app. E-Learning and Digital Media. 16 (2) 92 - 109.

Wongpinunwatana, Nitaya & Maneerattanasak, Urairat. 2020. Gamification as a Tool for Enhancing Student Understanding in Business Processes: An Experimental Research. Journal of Southwest Jiaotong University. 55 (1) 1 - 13.

Tan, Jayarani and Sockalingam, Nachamma. 2015. Gamification to Engage Students in Higher Education. 1 - 14. Research Collection Lee Kong Chian School of Business. Retrieved April 3, 2022 from https://ink.library.smu.edu.sg/lkcsb_research/4740

Yusoff, Amri & Crowder, Richard & Gilbert, Lester & Wills, Gary. 2009. A Conceptual Framework for Serious Games. 2009 Ninth IEEE International Conference on Advanced Learning Technologies. 21-23. Doi:10.1109/ICALT.2009.19

Downloads

Published

2022-06-29

Issue

Section

บทความวิจัย (Research Article)