A systematic literature review on the evaluation of business simulation games using PRISMA
- Faisal, Nadia, Chadhar, Mehmood, Goriss-Hunter, Anitra, Stranieri, Andrew
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2022
- Type: Text , Conference paper
- Relation: 33rd Australasian Conference on Information Systems: The Changing Face of IS, ACIS 2022, Melbourne, 4-7 December 2022, ACIS 2022 - Australasian Conference on Information Systems, Proceedings
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- Description: In recent years, organisational software process education has seen a considerable uptick in interest in adopting business simulation games (BSGs) as a novel learning resource. However, the lack of reliable and valid instruments to evaluate simulation learning outcomes inhibits the adoption and progress of simulation in Information System education. To fill this need, we performed a systematic review of 33 empirical studies using the PRISMA declaration approach to identify the different evaluation methods used to analyse BSG learning outcomes. We created a concept matrix using a didactic framework that categorised these assessment methodologies into three game stages (pre-game, in-game and post-game). We established a comprehensive evaluation strategy using this concept matrix, which teachers and researchers may use to choose the best appropriate evaluation method to analyse a wide range of learning outcomes of business simulation games. Copyright © 2022 Faisal, Chadhar, Goriss-Hunter & Stranieri.
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2022
- Type: Text , Conference paper
- Relation: 33rd Australasian Conference on Information Systems: The Changing Face of IS, ACIS 2022, Melbourne, 4-7 December 2022, ACIS 2022 - Australasian Conference on Information Systems, Proceedings
- Full Text:
- Reviewed:
- Description: In recent years, organisational software process education has seen a considerable uptick in interest in adopting business simulation games (BSGs) as a novel learning resource. However, the lack of reliable and valid instruments to evaluate simulation learning outcomes inhibits the adoption and progress of simulation in Information System education. To fill this need, we performed a systematic review of 33 empirical studies using the PRISMA declaration approach to identify the different evaluation methods used to analyse BSG learning outcomes. We created a concept matrix using a didactic framework that categorised these assessment methodologies into three game stages (pre-game, in-game and post-game). We established a comprehensive evaluation strategy using this concept matrix, which teachers and researchers may use to choose the best appropriate evaluation method to analyse a wide range of learning outcomes of business simulation games. Copyright © 2022 Faisal, Chadhar, Goriss-Hunter & Stranieri.
Business simulation games in higher education : a systematic review of empirical research
- Faisal, Nadia, Chadhar, Mehmood, Goriss-Hunter, Anitra, Stranieri, Andrew
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2022
- Type: Text , Journal article , Review
- Relation: Human Behavior and Emerging Technologies Vol. 2022, no. (2022), p.
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- Description: Over the last few years, business simulation games (BSGs) in higher education have attracted attention. BSGs tend to actively engage students with course material, promoting higher engagement and motivation and enabling learning outcomes. Increasingly, researchers are trying to explore the full potential of these games with an upsurge of research in the BSG field in recent years. There is a need to understand the current state of research and future research opportunities; however, there is a lack of recent systematic literature reviews in BSG literature. This study addresses this gap by systematically compiling online empirical research from January 2015 to April 2022. We followed PRISMA guidelines to identify fifty-seven (57) papers reporting empirical evidence of the effectiveness of BSGs in teaching and learning. Findings showed that BSGs improve learning outcomes such as knowledge acquisition, cognitive and interactive skills, and behaviour. The review also summarises different issues concerning the integration of BSGs into the curriculum, learning theories used in the selected studies, and assessment methods used to evaluate student achievement in learning outcomes. The findings of this review summarise the current research activities and indicate existing deficiencies and potential research directions that can be used as the basis for future research into the use of BSGs in higher education. © 2022 Nadia Faisal et al.
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2022
- Type: Text , Journal article , Review
- Relation: Human Behavior and Emerging Technologies Vol. 2022, no. (2022), p.
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- Description: Over the last few years, business simulation games (BSGs) in higher education have attracted attention. BSGs tend to actively engage students with course material, promoting higher engagement and motivation and enabling learning outcomes. Increasingly, researchers are trying to explore the full potential of these games with an upsurge of research in the BSG field in recent years. There is a need to understand the current state of research and future research opportunities; however, there is a lack of recent systematic literature reviews in BSG literature. This study addresses this gap by systematically compiling online empirical research from January 2015 to April 2022. We followed PRISMA guidelines to identify fifty-seven (57) papers reporting empirical evidence of the effectiveness of BSGs in teaching and learning. Findings showed that BSGs improve learning outcomes such as knowledge acquisition, cognitive and interactive skills, and behaviour. The review also summarises different issues concerning the integration of BSGs into the curriculum, learning theories used in the selected studies, and assessment methods used to evaluate student achievement in learning outcomes. The findings of this review summarise the current research activities and indicate existing deficiencies and potential research directions that can be used as the basis for future research into the use of BSGs in higher education. © 2022 Nadia Faisal et al.
Instructors’ perceptions of the development of work-readiness through simulations
- Faisal, Nadia, Chadhar, Mehmood, Goriss-Hunter, Anitra, Stranieri, Andrew
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2022
- Type: Text , Conference paper
- Relation: 33rd Australasian Conference on Information Systems: The Changing Face of IS, ACIS 2022, Melbourne, 4-7 December 2022, ACIS 2022 - Australasian Conference on Information Systems, Proceedings
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- Description: The global ERP software market is expected to reach $117.09 billion by 2030 (Biel, July 12, 2022). To boost graduate work-readiness, Australian institutions are adopting new pedagogical strategies by familiarising Information systems (IS) students with this highly sought-after software. One of these techniques is simulation games that provide students with a risk-free, real-world simulation of popular software to develop soft and hard skills needed by the IS industry. This exploratory study employed the Grounded Theory approach to evaluate instructors' perceptions of the influence of simulation games on the work-readiness of information systems students. We conducted semi-structured interviews with (Enterprise Resource Planning Simulation) ERPsim game laboratory instructors. The authors utilised Work Readiness Integrated Competency Model to map the three learning outcomes from the interviews’ analysis: abilities, knowledge, and attitudes. The mapping demonstrated that simulation games could support the development of specific skills and attitudes needed by the information systems sector. Copyright © 2022 Faisal, Chadhar, Goriss-Hunter & Stranieri.
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2022
- Type: Text , Conference paper
- Relation: 33rd Australasian Conference on Information Systems: The Changing Face of IS, ACIS 2022, Melbourne, 4-7 December 2022, ACIS 2022 - Australasian Conference on Information Systems, Proceedings
- Full Text:
- Reviewed:
- Description: The global ERP software market is expected to reach $117.09 billion by 2030 (Biel, July 12, 2022). To boost graduate work-readiness, Australian institutions are adopting new pedagogical strategies by familiarising Information systems (IS) students with this highly sought-after software. One of these techniques is simulation games that provide students with a risk-free, real-world simulation of popular software to develop soft and hard skills needed by the IS industry. This exploratory study employed the Grounded Theory approach to evaluate instructors' perceptions of the influence of simulation games on the work-readiness of information systems students. We conducted semi-structured interviews with (Enterprise Resource Planning Simulation) ERPsim game laboratory instructors. The authors utilised Work Readiness Integrated Competency Model to map the three learning outcomes from the interviews’ analysis: abilities, knowledge, and attitudes. The mapping demonstrated that simulation games could support the development of specific skills and attitudes needed by the information systems sector. Copyright © 2022 Faisal, Chadhar, Goriss-Hunter & Stranieri.
Rethinking IS Graduates Work-readiness: Employers' perspectives
- Faisal, Nadia, Chadhar, Mehmood, Goriss-Hunter, Anitra, Stranieri, Andrew
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2021
- Type: Text , Conference paper
- Relation: 27th Annual Americas Conference on Information Systems (AMCIS)
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- Description: Being a significant stakeholder in the graduates' employment outcomes, it is vital to understand employers' perceptions of graduates' work-readiness. However, existing information systems (IS) literature focuses mainly on the perceptions of students or universities. This paper aims to fill this gap by analysing scoping interviews conducted with graduate recruiters and industry experts in Australia regarding attributes that can improve graduates' employment prospects in the information and communication technology industry. A preliminary investigation based on grounded theory identified three emergent themes from the data: behaviors, skills, and knowledge levels. Based on the findings, this study proposes an IS graduate work-readiness framework that can help universities to develop academic programs aimed at enhancing desirable skills and attitudes among IS graduates' employment.
Are ERP simulation games assisting students to be job-ready? An Australian universities’ perspective
- Faisal, Nadia, Chadhar, Mehmood, Goriss-Hunter, Anitra, Stranieri, Andrew
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2019
- Type: Text , Conference paper
- Relation: 30th Australiasian Conference on Information Systems (ACIS), 9-11 December 2019, Perth, Australia
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- Description: Deep and rapid changes in digital enterprise technology exceed the ability of traditional teaching methods to prepare students for challenges encountered in modern enterprises. Researchers proposed different pedagogical approaches to teach ERP (Enterprise Resource Planning) concepts such as ERPsim games to enhance students’ learning and job-readiness. Although the ERPsim studies verified the role of these games in enhancing students’ learning, whether these games contribute to student’s job readiness still needs to be explored. Using the mixed-method approach, this research-in-progress is designed to fill this gap by investigating the role of ERPsim game in increasing skills, learning levels, and job-readiness among university students in Australia. The findings from this study can contribute to the improvement of ERP pedagogical techniques. In addition, this research-in-progress will provide a concrete mapping to align learning outcomes/skills with ICT industry competencies standards as defined in SFIA (Skills framework for Information Age) and AQF (Australian Qualifications Framework).
Are ERP simulation games assisting students to be job-ready? An Australian universities’ perspective
- Authors: Faisal, Nadia , Chadhar, Mehmood , Goriss-Hunter, Anitra , Stranieri, Andrew
- Date: 2019
- Type: Text , Conference paper
- Relation: 30th Australiasian Conference on Information Systems (ACIS), 9-11 December 2019, Perth, Australia
- Full Text:
- Reviewed:
- Description: Deep and rapid changes in digital enterprise technology exceed the ability of traditional teaching methods to prepare students for challenges encountered in modern enterprises. Researchers proposed different pedagogical approaches to teach ERP (Enterprise Resource Planning) concepts such as ERPsim games to enhance students’ learning and job-readiness. Although the ERPsim studies verified the role of these games in enhancing students’ learning, whether these games contribute to student’s job readiness still needs to be explored. Using the mixed-method approach, this research-in-progress is designed to fill this gap by investigating the role of ERPsim game in increasing skills, learning levels, and job-readiness among university students in Australia. The findings from this study can contribute to the improvement of ERP pedagogical techniques. In addition, this research-in-progress will provide a concrete mapping to align learning outcomes/skills with ICT industry competencies standards as defined in SFIA (Skills framework for Information Age) and AQF (Australian Qualifications Framework).
Deriving value from health 2.0 : a study of social media use in australian healthcare organizations
- Ukoha, Chukwuma, Stranieri, Andrew, Chadhar, Mehmood
- Authors: Ukoha, Chukwuma , Stranieri, Andrew , Chadhar, Mehmood
- Date: 2017
- Type: Text , Conference paper
- Relation: 21st Pacific Asia Conference on Information Systems: Societal Transformation Through IS/IT, PACIS 2017, Langkawi Island, Malaysia
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- Description: Health 2.0 is becoming increasingly ubiquitous. The features and functionalities of social media make it suitable for health-related communication. Many healthcare organizations use social media however, the value that they derive from it is unclear. At the moment, there is no consensus on how best the value derived from Health 2.0 can be measured. In order to address this problem, this study explores how Australian healthcare organizations derive value from Health 2.0, and how the derived value can be measured. It is expected that this study will make significant contributions to both theory and practice. The study will put forward a Health 2.0 value-evaluation framework, based on both the research findings, and IS literature. The outcome of this study would help healthcare organizations to understand how value is derived from Health 2.0 and how to measure it. The result of this study will also provide digital health leaders with relevant information that would enable them to make better investment decisions. Overall, the findings of this study will help healthcare organizations to design social media strategies that can yield tangible value. © PACIS 2017.
- Authors: Ukoha, Chukwuma , Stranieri, Andrew , Chadhar, Mehmood
- Date: 2017
- Type: Text , Conference paper
- Relation: 21st Pacific Asia Conference on Information Systems: Societal Transformation Through IS/IT, PACIS 2017, Langkawi Island, Malaysia
- Full Text:
- Reviewed:
- Description: Health 2.0 is becoming increasingly ubiquitous. The features and functionalities of social media make it suitable for health-related communication. Many healthcare organizations use social media however, the value that they derive from it is unclear. At the moment, there is no consensus on how best the value derived from Health 2.0 can be measured. In order to address this problem, this study explores how Australian healthcare organizations derive value from Health 2.0, and how the derived value can be measured. It is expected that this study will make significant contributions to both theory and practice. The study will put forward a Health 2.0 value-evaluation framework, based on both the research findings, and IS literature. The outcome of this study would help healthcare organizations to understand how value is derived from Health 2.0 and how to measure it. The result of this study will also provide digital health leaders with relevant information that would enable them to make better investment decisions. Overall, the findings of this study will help healthcare organizations to design social media strategies that can yield tangible value. © PACIS 2017.
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