Obastacles to using business simulation games in Croatian Bussiness Education Institutions.
Pejic Bach, Mirjana ; Zoroja, Jovana ; Strugar, Ivan 等
1. INTRODUCTION
Simulation games have proven to be a very valuable tool in
education, since decisions made during the game allow immediate analysis
and consequently represent high quality groundwork for the future
business environment (Gilgeous & D'Cruz, 1996). The goal of
simulation games is to introduce a participant into a virtual world
where decisions can be made without risk. Simulation games allow
students to actively participate in the educational process. During a
simulation game, students acquire the skill of decision making and that
of team or company leadership, thus the students learn-by-doing
(Aldrich, 2005).
The goal of the paper is to define and discuss the obstacles to
using simulation games in the educational process in Croatia. A
questionnaire was conducted among professors at faculties of economics
in order to identify these obstacles.
Faculties of economics play an important role in the education of
students, as they are expected to provide more opportunities to combine
the theoretical knowledge with the analytical skills that will prove
useful in the future. Managers believe that educational institutions
concentrate more on theoretical issues than on the practical application
of different skills. Improving the educational process should be a daily
basis concern since, along the theoretical knowledge, it is important to
acquire skills in leadership, communication and decision making, because
managers are looking for business students who have these skills (Owens Swift & Cook, 2004).
Research on the application of simulation games is being conducted
around the world and show that the usage of simulaton games is
increasing, although it still remains on a relatively low level (Faria & Wellington, 2004). Whereas numerous studies aim to show advantages
to using simulation games, at the same time certain obstacles in
applying these in education are being pointed out. A major obstacle,
apart from financial investment, time and organizational constraints (Lunce, 2006) lies in the application of new technologies in teaching,
which is a focus of Technology Acceptance Model (TAM) that explains the
attitude of users toward simplicity and usefulness of new technologies
(Di'ez & McIntosh, 2008). On the base of this founding we
define expectations related with results of this research:
* Hypothesis 1: Few professors at faculties of economics in Croatia
use simulation games (less than 50%);
* Hypothesis 2: The Technology Acceptance Model can be used for
explaining application of simulation games in business education.
2. RESEARCH METHODOLOGY AND SAMPLE CHARACTERISTICS
The goal of this research is to identify obstacles to using
simulation games at the Faculties of Economics in Croatia. A research
questionnaire on the use of simulation games was conducted at these
faculties from January to May 2009 (Zoroja,
2009).
The questionnaire was based on different published studies that
tackle the usage of simulation games and on few in-depth preinterviews.
The details was then adapted to the Croatian educational standard. The
questionnaire was sent via e-mail to 64 people at different faculties of
economics (five faculties). Respondents were selected according to their
research interests by random choice method. Out of the total of 64
questionnaires, 50 respondents participated in the research, which forms
a response rate of 78%.
According to academic rank, distribution of respondents is as
follows: Masters of Science (40%), Associate Professors (16%), Full
Professors (16%), Assistant Professors (18%), Research Assistants (4%)
and Doctors of Science (6%).
Processing of the questionnaire was conducted by methods and
techniques of descriptive statistics and logistic regression with the
SPSS statistical software ver. 17.
3. EMPIRICAL RESULTS
In the research respondents were requested to state whether they
apply simulation games in teaching or not. According to the results a
small number of respondents (24%) use simulation games in class.
Divided by gender, the percentages of men (26%) and women (22%) who
use simulation games are nearly the same.
The respondents were divided into three groups according to their
rank: assistants (50%), assistants professors (18%) and professors
(32%). The following are included in the category of assistants:
research assistants, masters and doctors of science, whereas professors
consider both full professors and associate professors.
Considering their academic rank, and taking into consideration only
those respondents who use simulation games, the procentage of assistant
professors and professors is higher than that of assistants.
Table 2 shows obstacles to using simulation games in class. Divided
by usage of simulation games, the respondents were supposed to state
what according to their point of view represents an obstacle and what
does not. Most of respondents that use simulation games stated that the
organizational limits (30%) and lack of funds (28%) are the biggest
obstacles, whereas the respondents that do not use simulation games
stated that the difficulty in adapting to new technologies (81%) is the
biggest obstacle. Starting to use simulation games during class would
mean changing the way a lecture is classically performed as well as
adapting to new technologies.
In order to further clarify the listed obstacles in using
simulation games, the logistic regression model was designed where the
usage of simulation games at the faculties of economics is the dependent
variable.
Results are presented in the Table 3, where estimated values for
logistic regression parameters are presented with p-values in the
parenthesis. The data fit the model rather well and parameter (difficulty in adapting to new technologies) is significant at 5% level.
Also, gender (male) and academic rank (assistants and assistant
professors) are significant at 5% and 1% respectively.
4. DISCUSSION
The results showed that most respondents (76%) do not use
simulation games in class. The biggest obstacle for the respondents who
do not use simulation games is the lack of knowledge of how to use them,
and because of that they believe that simulation games are not necessary
in education.
Another major obstacle stated by both the respondents that use the
simulation games and those who do not is the lack of understanding by
the university administration as well as the lack of funding. Such
findings support our first hypothesis that few professors in Croatian
business education use simulation games (less than 50%).
The research also indicates difficulties in changing classical
teaching methods and in adapting to new technologies. This can be
explained within the Technology Acceptance Model (TAM) that specifies
the user's attitude towards simplicity and usefulness in applying
new technologies. Consequently it confirms the other hypothesis
according to which Technology Acceptance Model can be used for
explaining application of simulation games in business education. Other
factors, measured according to percentages of professors that use
simulation games in business education, were not identified as relevant.
Results of this research confirm the results obtained in previously
conducted researches (Lean et al, 2006) where obstacles to applying
simulation games were also tackled and are the following: the time
necessary for lecturers to prepare for a simulation game, a wrong choice
of a simulation game, or a choice of topic that does not suit the
interest of participants, lack of knowledge about the possibility to use
simulation games, financial and technical problems.
Further studies are planned in the future to highlight the benefits
of using simulation games. Furthermore, in-depth interviews with
professors that use simulation games result in a choice of possible
routes that may increase awareness of the advantages in using simulation
games at the faculties of economics in Croatia.
5. REFERENCES
Di'ez, E., McIntosh, B.S. (2009). A review of the factors
which influence the use and usefulness of information systems.
Environmental Modelling & Software, Vol. 24, 588-602.
Faria, A. J., Wellington, W. J. (2004). A survey of simulation game
users, former-users and never-users. Simulation and gaming, SAGE, 35;
178
Gilgeous, V., D'Cruz, M.A. (1996). Study of Business and
Management Games. Management Development Review, Vol. 9, No. 1, 32-39
Aldrich, C. (2005). Learning by Doing, Pfeiffer, ISBN 0-7879-7735-7, USA
Lean, J., Moizer, J., Towler, M., Abbey, C. (2006). Simulation and
Games: Use and Barriers in Higher Education. Active learning in Higher
Education, 7; 227
Lunce, L. M. (2006). Simulations, Bringing the Benefits of Situated
Learning to the Traditional Classroom. Journal of Applied Educational
Technology, Vol. 3, No. 1
Swift, C., Cook, B. (2004). Sales Management Simulation: Bringing
Reality to the Classroom. Proceedings of the Society for Marketing
Advances. pp. 195-198.
Zoroja, J. (2009). Simulation Games in Business Economy.
Specialization thesis. Faculty of Economics and Business, Zagreb
Tab. 1. Characteristics of respondents
Using Not using
simulation simulation
Characteristics of respondents games (%) games (%)
Gender Male 26 74
Female 22 78
Total 24 76
Academic rank Assistants 20 80
Assistant professors 22 78
Professors 31 69
Tab. 2. Obstacles to using simulation games
Obstacles to Using Using Not Uusing
Simulation Games Simulation Simulation
Games (%) Games (%)
Lack of funds Perceived as 28 72
obstacle
Not perceived 20 80
as obstacle
Lack of Perceived as 20 80
understanding obstacle
from the
administration Not perceived 25 75
as obstacle
Considered Perceived as 0 100
necessary in obstacle
education
Not perceived 25 75
as obstacle
Instructions on Perceived as 0 100
ways of usage obstacle
Not perceived 27 73
as obstacle
Difficulty in Perceived as 19 81
adapting to new obstacle
technologies
Not perceived 30 70
as obstacle
Difficulty in Perceived as
changing obstacle 21 79
classical teaching
methods Not perceived
as obstacle 25 75
Organizational Perceived as 33 67
limits obstacle
Not perceived 23 77
as obstacle
Tab. 3. Results of logistic regression model (usage of
simulation games--dependent variable)
B Sig.
Academic rank (assistants) 0,097919 *
Academic rank (assistant 2,34783 0,035404 **
professors)
Academic rank (professors) 2,247493 0,10552
Gender (male) -1,7835 0,078441 *
Lack of funds 0,921471 0,455602
Lack of understanding from the 2,155657 0,127865
administration
Considered necessary in education 24,60943 0,999202
Instructions on ways of usage 23,73563 0,998671
Difficulty in adapting to new 2,600595 0,039171 *
technologies
Difficulty in changing classical -0,09734 0,921967
teaching methods
Organizational limits 2,426559 0,187432
Constant -2,58674 0,115458
** statistically significant at 1% level
* statistically significant at 5% level