Main Article Content
Abstract
This Study explores the effectiveness of Enterprise Resource Planning (ERP) business simulation games on user competencies. This Study Uses a qualitative descriptive methodology, and the informants of this research have been winning in national and international business simulation games (both students and alums). Traditional pedagogical approaches need to be revised to explain the rich dynamics arising from business environments. As a result, they also consider incorporating new educational aids into their curriculums, i.e., business simulation games. Participants indicated that interacting with these simulations enhanced their understanding of business topics and resulted in soft skills growth. Current working alumni said they felt more capable of acclimating to the professional world. However, the Study unearthed that comparatively few higher education institutions incorporate business simulation games in their teaching practices. The result shows that with the development of technology, there is a transformation in how business functions; integration of these tools into educational frameworks becomes essential to narrow the knowledge theory gap and knowledge application. These results suggest the importance of universities introducing technology tools, particularly ERP business simulations, into their curricula for Business and Economics courses (single or joint honors) alongside accounting.
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Copyright (c) 2024 Muhammad Fadhly Rizky Octavio, Falikhatun
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References
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- Anisah, H. N., & Falikhatun. (2021). Realitas pengawasan di tubuh pemerintahan desa terhadap korupsi. Jurnal Akuntansi Multiparadigma, 12(1), 153–172.
- Assumpção, J. J., Campos, L. M. S., Plaza-Úbeda, J. A., Sehnem, S., & Vazquez-Brust, D. A. (2022). Green supply chain management and business innovation. Journal of Cleaner Production, 367. https://doi.org/10.1016/j.jclepro.2022.132877
- Badan Pusat Statistik Indoensia. (2021). Statistik Telekomunikasi Indonesia 2021. Badan Pusat Statistik.
- Badibanga, A., & Ohlson, M. (2021). Millennials’ leadership skills for promoting flow and profit in a business simulation. Journal of Leadership Studies, 15(2), 70–80. https://doi.org/10.1002/jls.21768
- Bell, R., & Loon, M. (2015). The impact of critical thinking disposition on learning using business simulations. International Journal of Management Education, 13(2), 119–127. https://doi.org/10.1016/j.ijme.2015.01.002
- Beranič, T., & Heričko, M. (2022). The impact of serious games in economic and business education: A case of ERP business simulation. Sustainability (Switzerland), 14(2). https://doi.org/10.3390/su14020683
- Broadhurst, K. (2015). Qualitative interview as special conversation (after removal). Qualitative Social Work, 14(3), 301–306. https://doi.org/10.1177/1473325015578501
- Buabeng-Andoh, C. (2018). Predicting students’ intention to adopt mobile learning. Journal of Research in Innovative Teaching & Learning, 11(2), 178–191. https://doi.org/10.1108/jrit-03-2017-0004
- Buil, I., Catalán, S., & Martínez, E. (2019). Encouraging intrinsic motivation in management training: The use of business simulation games. International Journal of Management Education, 17(2), 162–171. https://doi.org/10.1016/j.ijme.2019.02.002
- Calabor, M. S., Mora, A., & Moya, S. (2019). The future of ‘serious games’ in accounting education: A Delphi study. Journal of Accounting Education, 46, 43–52. https://doi.org/10.1016/j.jaccedu.2018.12.004
- Chen, L., Keys, A., & Gaber, D. (2015). How does erpsim influence students’ perceived learning outcomes in an information systems course? An empirical study. Ournal of Information Systems Education, 26(2). https://erpsim.hec.ca/en/about/participating_universities
- Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
- Costa, C. J., Aparicio, M., & Raposo, J. (2020). Determinants of the management learning performance in ERP context. Heliyon, 6(4). https://doi.org/10.1016/j.heliyon.2020.e03689
- Cronan, T. P., & Douglas, D. E. (2012). A student ERP simulation game: A longitudinal study. Journal of Computer Information Systems, 53(1), 3–13. https://doi.org/10.1080/08874417.2012.11645591
- Cronan, T. P., Léger, P. M., Robert, J., Babin, G., & Charland, P. (2012). Comparing objective measures and perceptions of cognitive learning in an ERP simulation game: A research note. Simulation and Gaming, 43(4), 461–480. https://doi.org/10.1177/1046878111433783
- Dick, G. N., & Akbulut, A. Y. (2020). Innovative use of the erpsim game in a management decision making class: An empirical study. Journal of Information Technology Education: Research, 19, 615–637. https://doi.org/10.28945/4632
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- Dumez, H. (2015). What is a case, and what is a case study? BMS Bulletin of Sociological Methodology/ Bulletin de Methodologie Sociologique, 127(1), 43–57. https://doi.org/10.1177/0759106315582200
- Elman, C., Gerring, J., & Mahoney, J. (2016). Case study research: Putting the quant into the qual. Sociological Methods and Research, 45(3), 375–391. https://doi.org/10.1177/0049124116644273
- Goi, C. L. (2019). The use of business simulation games in teaching and learning. Journal of Education for Business, 94(5), 342–349. https://doi.org/10.1080/08832323.2018.1536028
- Hernández-Lara, A. B., & Serradell-López, E. (2018). Student interactions in online discussion forums: their perception on learning with business simulation games. Behaviour and Information Technology, 37(4), 419–429. https://doi.org/10.1080/0144929X.2018.1441326
- Horng-Jyh, P. W. (2016). Learning enterprise resource planning (ERP) through business simulation game. ACM International Conference Proceeding Series, Part F130520. https://doi.org/10.1145/2925995.2926054
- Huang, Y. M., Silitonga, L. M., & Wu, T. T. (2022). Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills. Computers and Education, 183. https://doi.org/10.1016/j.compedu.2022.104494
- Hwang, M. I. (2018). Relationship between teamwork and team performance: Experiences from an ERPSim competition. Journal of Information Systems Education, 29(3), 157–168.
- Joldoshov, M., & Sayakbaeva, J. (2018). The significance of using business simulations in training of bachelors and masters. Technical and Vocational Education and Training, 28, 105–110. https://doi.org/10.1007/978-3-319-73093-6_11
- Kent, C., Laslo, E., & Rafaeli, S. (2016). Interactivity in online discussions and learning outcomes. Computers and Education, 97, 116–128. https://doi.org/10.1016/j.compedu.2016.03.002
- Lainema, T., & Nurmi, S. (2006). Applying an authentic, dynamic learning environment in real world business. Computers and Education, 47(1), 94–115. https://doi.org/10.1016/j.compedu.2004.10.002
- Lohmann, G., Pratt, M. A., Benckendorff, P., Strickland, P., Reynolds, P., & Whitelaw, P. A. (2019). Online business simulations: authentic teamwork, learning outcomes, and satisfaction. Higher Education, 77(3), 455–472. https://doi.org/10.1007/s10734-018-0282-x
- Martínez-Pérez, I., Segura-de la Cal, A., Tendero-Caballero, R., & Serrano-Pérez, B. (2018). Learning with business simulation games: factors influence undergraduate students outcomes. ICERI2018 Proceedings, 1, 6059–6069. https://doi.org/10.21125/iceri.2018.2419
- Moca, M. (2021). Using game based learning elements in practice enterprises for entrepreneurial education. Proceedings of the European Conference on Games-Based Learning, 2021-September, 854–862. https://doi.org/10.34190/GBL.21.095
- Pando-Garcia, J., Periañez-Cañadillas, I., & Charterina, J. (2016). Business simulation games with and without supervision: An analysis based on the TAM model. Journal of Business Research, 69(5), 1731–1736. https://doi.org/10.1016/j.jbusres.2015.10.046
- Peterková, J., Repaská, Z., & Prachařová, L. (2022). Best practice of using digital business simulation games in business education. Sustainability (Switzerland), 14(15). https://doi.org/10.3390/su14158987
- Schmuck, R. (2021). Education and training of manufacturing and supply chain processes using business simulation games. Procedia Manufacturing, 55(C), 555–562. https://doi.org/10.1016/j.promfg.2021.10.076
- Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel psychology, 64.
- Sugiyono. (2015). Metode penelitian kuantitatif, kualitatif, dan R&D. Yogyakarta: Alfabeta.
- Utesch, M., Heininger, R., & Krcmar, H. (2016). The pupils ́ academy of serious gaming: Strengthening study skills with ERPsim. 93–102. https://doi.org/10.1109/REV.2016.7444446
- Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0062-1
- Wang, Y. Y. S., Wang, Y. Y. S., & Jian, S. E. (2020). Investigating the determinants of students’ intention to use business simulation games. Journal of Educational Computing Research, 58(2), 433–458. https://doi.org/10.1177/0735633119865047
- Zhao, Y., Srite, M., Kim, S., & Lee, J. (2021). Effect of team cohesion on flow: An empirical study of team-based gamification for enterprise resource planning systems in online classes. Decision Sciences Journal of Innovative Education, 19(3), 173–184. https://doi.org/10.1111/dsji.12240
- Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019. https://doi.org/10.1155/2019/4797032
- Zulfiqar, S., Sarwar, B., Aziz, S., Ejaz Chandia, K., & Khan, M. K. (2019). 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
References
AACSB. (2017). “Initial Self Evaluation Report (Business) Outline and Guidelines” . Available at www.aacsb.edu/-/media/aacsb/docs/accreditation/guides/business-iser-template.ashx
Alam, & Rudianto. (2013). Ekonomi : untuk SMA/MA kelas X kurikulkum 2013 (1st ed.). Erlangga.
Anisah, H. N., & Falikhatun. (2021). Realitas pengawasan di tubuh pemerintahan desa terhadap korupsi. Jurnal Akuntansi Multiparadigma, 12(1), 153–172.
Assumpção, J. J., Campos, L. M. S., Plaza-Úbeda, J. A., Sehnem, S., & Vazquez-Brust, D. A. (2022). Green supply chain management and business innovation. Journal of Cleaner Production, 367. https://doi.org/10.1016/j.jclepro.2022.132877
Badan Pusat Statistik Indoensia. (2021). Statistik Telekomunikasi Indonesia 2021. Badan Pusat Statistik.
Badibanga, A., & Ohlson, M. (2021). Millennials’ leadership skills for promoting flow and profit in a business simulation. Journal of Leadership Studies, 15(2), 70–80. https://doi.org/10.1002/jls.21768
Bell, R., & Loon, M. (2015). The impact of critical thinking disposition on learning using business simulations. International Journal of Management Education, 13(2), 119–127. https://doi.org/10.1016/j.ijme.2015.01.002
Beranič, T., & Heričko, M. (2022). The impact of serious games in economic and business education: A case of ERP business simulation. Sustainability (Switzerland), 14(2). https://doi.org/10.3390/su14020683
Broadhurst, K. (2015). Qualitative interview as special conversation (after removal). Qualitative Social Work, 14(3), 301–306. https://doi.org/10.1177/1473325015578501
Buabeng-Andoh, C. (2018). Predicting students’ intention to adopt mobile learning. Journal of Research in Innovative Teaching & Learning, 11(2), 178–191. https://doi.org/10.1108/jrit-03-2017-0004
Buil, I., Catalán, S., & Martínez, E. (2019). Encouraging intrinsic motivation in management training: The use of business simulation games. International Journal of Management Education, 17(2), 162–171. https://doi.org/10.1016/j.ijme.2019.02.002
Calabor, M. S., Mora, A., & Moya, S. (2019). The future of ‘serious games’ in accounting education: A Delphi study. Journal of Accounting Education, 46, 43–52. https://doi.org/10.1016/j.jaccedu.2018.12.004
Chen, L., Keys, A., & Gaber, D. (2015). How does erpsim influence students’ perceived learning outcomes in an information systems course? An empirical study. Ournal of Information Systems Education, 26(2). https://erpsim.hec.ca/en/about/participating_universities
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
Costa, C. J., Aparicio, M., & Raposo, J. (2020). Determinants of the management learning performance in ERP context. Heliyon, 6(4). https://doi.org/10.1016/j.heliyon.2020.e03689
Cronan, T. P., & Douglas, D. E. (2012). A student ERP simulation game: A longitudinal study. Journal of Computer Information Systems, 53(1), 3–13. https://doi.org/10.1080/08874417.2012.11645591
Cronan, T. P., Léger, P. M., Robert, J., Babin, G., & Charland, P. (2012). Comparing objective measures and perceptions of cognitive learning in an ERP simulation game: A research note. Simulation and Gaming, 43(4), 461–480. https://doi.org/10.1177/1046878111433783
Dick, G. N., & Akbulut, A. Y. (2020). Innovative use of the erpsim game in a management decision making class: An empirical study. Journal of Information Technology Education: Research, 19, 615–637. https://doi.org/10.28945/4632
Dick, G., Yagmur Akbulut, A., Paulet, G., Yagmur, A., & Dick, G. N. (2018). Taking the erpsim games into management education taking the erpsim games into management education. Proceedings of the 2018 AIS SIGED International Conference on Information Systems Education and Research. 3, 3. https://aisel.aisnet.org/siged2018https://aisel.aisnet.org/siged2018/3
Dumez, H. (2015). What is a case, and what is a case study? BMS Bulletin of Sociological Methodology/ Bulletin de Methodologie Sociologique, 127(1), 43–57. https://doi.org/10.1177/0759106315582200
Elman, C., Gerring, J., & Mahoney, J. (2016). Case study research: Putting the quant into the qual. Sociological Methods and Research, 45(3), 375–391. https://doi.org/10.1177/0049124116644273
Goi, C. L. (2019). The use of business simulation games in teaching and learning. Journal of Education for Business, 94(5), 342–349. https://doi.org/10.1080/08832323.2018.1536028
Hernández-Lara, A. B., & Serradell-López, E. (2018). Student interactions in online discussion forums: their perception on learning with business simulation games. Behaviour and Information Technology, 37(4), 419–429. https://doi.org/10.1080/0144929X.2018.1441326
Horng-Jyh, P. W. (2016). Learning enterprise resource planning (ERP) through business simulation game. ACM International Conference Proceeding Series, Part F130520. https://doi.org/10.1145/2925995.2926054
Huang, Y. M., Silitonga, L. M., & Wu, T. T. (2022). Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills. Computers and Education, 183. https://doi.org/10.1016/j.compedu.2022.104494
Hwang, M. I. (2018). Relationship between teamwork and team performance: Experiences from an ERPSim competition. Journal of Information Systems Education, 29(3), 157–168.
Joldoshov, M., & Sayakbaeva, J. (2018). The significance of using business simulations in training of bachelors and masters. Technical and Vocational Education and Training, 28, 105–110. https://doi.org/10.1007/978-3-319-73093-6_11
Kent, C., Laslo, E., & Rafaeli, S. (2016). Interactivity in online discussions and learning outcomes. Computers and Education, 97, 116–128. https://doi.org/10.1016/j.compedu.2016.03.002
Lainema, T., & Nurmi, S. (2006). Applying an authentic, dynamic learning environment in real world business. Computers and Education, 47(1), 94–115. https://doi.org/10.1016/j.compedu.2004.10.002
Lohmann, G., Pratt, M. A., Benckendorff, P., Strickland, P., Reynolds, P., & Whitelaw, P. A. (2019). Online business simulations: authentic teamwork, learning outcomes, and satisfaction. Higher Education, 77(3), 455–472. https://doi.org/10.1007/s10734-018-0282-x
Martínez-Pérez, I., Segura-de la Cal, A., Tendero-Caballero, R., & Serrano-Pérez, B. (2018). Learning with business simulation games: factors influence undergraduate students outcomes. ICERI2018 Proceedings, 1, 6059–6069. https://doi.org/10.21125/iceri.2018.2419
Moca, M. (2021). Using game based learning elements in practice enterprises for entrepreneurial education. Proceedings of the European Conference on Games-Based Learning, 2021-September, 854–862. https://doi.org/10.34190/GBL.21.095
Pando-Garcia, J., Periañez-Cañadillas, I., & Charterina, J. (2016). Business simulation games with and without supervision: An analysis based on the TAM model. Journal of Business Research, 69(5), 1731–1736. https://doi.org/10.1016/j.jbusres.2015.10.046
Peterková, J., Repaská, Z., & Prachařová, L. (2022). Best practice of using digital business simulation games in business education. Sustainability (Switzerland), 14(15). https://doi.org/10.3390/su14158987
Schmuck, R. (2021). Education and training of manufacturing and supply chain processes using business simulation games. Procedia Manufacturing, 55(C), 555–562. https://doi.org/10.1016/j.promfg.2021.10.076
Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel psychology, 64.
Sugiyono. (2015). Metode penelitian kuantitatif, kualitatif, dan R&D. Yogyakarta: Alfabeta.
Utesch, M., Heininger, R., & Krcmar, H. (2016). The pupils ́ academy of serious gaming: Strengthening study skills with ERPsim. 93–102. https://doi.org/10.1109/REV.2016.7444446
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0062-1
Wang, Y. Y. S., Wang, Y. Y. S., & Jian, S. E. (2020). Investigating the determinants of students’ intention to use business simulation games. Journal of Educational Computing Research, 58(2), 433–458. https://doi.org/10.1177/0735633119865047
Zhao, Y., Srite, M., Kim, S., & Lee, J. (2021). Effect of team cohesion on flow: An empirical study of team-based gamification for enterprise resource planning systems in online classes. Decision Sciences Journal of Innovative Education, 19(3), 173–184. https://doi.org/10.1111/dsji.12240
Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, 2019. https://doi.org/10.1155/2019/4797032
Zulfiqar, S., Sarwar, B., Aziz, S., Ejaz Chandia, K., & Khan, M. K. (2019). 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