TY - JOUR
T1 - Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills
AU - Huang, Yueh Min
AU - Silitonga, Lusia Maryani
AU - Wu, Ting Ting
N1 - Funding Information:
This research is partially supported by the Ministry of Science and Technology, Taiwan , R.O.C. under Grant No. MOST 108-2628-H-224-001-MY3 , MOST 110-2511-H-224-003-MY and MOST 110-2511-H-006-008-MY3.
Publisher Copyright:
© 2022 Elsevier Ltd
PY - 2022/7
Y1 - 2022/7
N2 - 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 quasi-experimental 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.
AB - 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 quasi-experimental 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.
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U2 - 10.1016/j.compedu.2022.104494
DO - 10.1016/j.compedu.2022.104494
M3 - Article
AN - SCOPUS:85125887281
SN - 0360-1315
VL - 183
JO - Computers and Education
JF - Computers and Education
M1 - 104494
ER -