Satisfaction is insufficient: Insights from a randomized, controlled trial of a marketing simulation game.

Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and ac...

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Publicado en:Journal of Computer Assisted Learning Vol. 38; no. 6; pp. 1686 - 1703
Autores principales: Skjelbred, Siv‐Elisabeth, Daus, Stephan
Formato: pictorial research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Dec2022
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Dec2022
      vid: 38
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12703
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        atl: Satisfaction is insufficient: Insights from a randomized, controlled trial of a marketing simulation game.
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        au:
          Skjelbred, Siv‐Elisabeth
          Daus, Stephan
        affil: Nordic Institute for Studies in Innovation, Research and Education, Oslo, Norway
      sug:
        subj:
          Outcomes of Education Evaluation
          Marketing Education
          Simulations
          Gamification Psychosocial Factors
          Motivation Evaluation
          Learning Methods
          Academic Achievement Evaluation
          Student Satisfaction Evaluation
          Teachers Psychosocial Factors
          Students, High School Psychosocial Factors
          Faculty Attitudes Evaluation
          Human
          Digital Technology
          Semi-Structured Interview
          Schools, Secondary
          Norway
          Adolescence
          Factor Analysis
          Chi Square Test
          Data Analysis Software
          Descriptive Statistics
          Confidence Intervals
          Male
          Female
          Randomized Controlled Trials
          Funding Source
          Multimethod Studies
          Feedback
          Student Attitudes
          Adolescent: 13-18 years
          Male
          Female
      ab: Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study investigates the pure effect of a marketing simulation game on motivation, perceived learning and achievement, above and beyond regular student‐active instruction. Methods: We applied a randomized, controlled experiment in a marketing course in upper‐secondary schools (Nclasses = 22; Nstudents = 433) comparing a collaborative–competitive marketing simulation game with regular, case‐based, student‐active instruction on three groups of outcome measures: motivation, perceived ability, and achievement. Additionally, students and teachers provided quantitative and qualitative feedback on game experiences. Results and Conclusions: We showcase the importance of a robust study design with valid compound instruments. Moreover, investigations of the game implementation and experiences reveal insights about intervention timing, differential negative consequences by gender and need for reflection opportunities. We find no clear evidence of positive or negative effects of the game, despite students' and teachers' satisfaction. Implications: Beyond the effect evaluation, we offer recommendations to researchers and developers of educational games about scaffolding, timing and teacher competence building. Lay Description: What is already known about this topic: Some curricula contains many terms and complex knowledge links.Simulation games are a popular remedy for these challenges.Prior studies have relied on users' satisfaction with the game and unrealistic comparisons. What this paper adds: This experiment compares game usage and regular student‐active instruction.They use various measures of satisfaction, motivation, perceived learning and achievement.The game has no effect on main outcomes. Implications for practice and/or policy: Game implementation requires digitally acquainted and trained teachers.Uncritical game design and use may motivate competitive boys over collaborative girls.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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