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

Yueh Min Huang, Lusia Maryani Silitonga, Ting Ting Wu

Research output: Contribution to journalArticlepeer-review

15 Citations (Scopus)

Abstract

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.

Original languageEnglish
Article number104494
JournalComputers and Education
Volume183
DOIs
Publication statusPublished - 2022 Jul

All Science Journal Classification (ASJC) codes

  • Computer Science(all)
  • Education

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