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Educational Validity of Business Gaming Simulation: A Research Methodology Framework

Author

Listed:
  • Andrew J. Stainton

    (University of Southampton, Highfield, Southampton, UK, a.stainton@soton.ac.uk)

  • Johnnie E. Johnson

    (University of Southampton, Highfield, Southampton, UK, j.johnson@soton.ac.uk)

  • Edward P. Borodzicz

    (University of Portsmouth, Portland Street, Portsmouth, UK, edward.borodzicz@port.ac.uk)

Abstract

Many past educational validity studies of business gaming simulation, and more specifically total enterprise simulation, have been inconclusive. Studies have focused on the weaknesses of business gaming simulation; which is often regarded as an educational medium that has limitations regarding learning effectiveness. However, no attempts have been made to provide guidelines for assessing educational validity in terms of building, implementing, and validating business gaming simulation. Accordingly, this study has combined literature on learning, simulation design, and research methods to formulate a methodology to assess the educational validity of total enterprise simulation; the concepts of which can be applied more broadly to business gaming simulation. The authors propose that the framework introduced within this article can provide a foundation for future educational validity studies that can assist simulation designers to implement valuable and powerful simulation learning media in the future.

Suggested Citation

  • Andrew J. Stainton & Johnnie E. Johnson & Edward P. Borodzicz, 2010. "Educational Validity of Business Gaming Simulation: A Research Methodology Framework," Simulation & Gaming, , vol. 41(5), pages 705-723, October.
  • Handle: RePEc:sae:simgam:v:41:y:2010:i:5:p:705-723
    DOI: 10.1177/1046878109353467
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    References listed on IDEAS

    as
    1. Timo Lainema & Olli-Pekka Hilmola, 2005. "Learn more, better and faster: computer-based simulation gaming of production and operations," International Journal of Business Performance Management, Inderscience Enterprises Ltd, vol. 7(1), pages 34-59.
    2. A. J. Faria & William J. Wellington, 2005. "Validating business gaming: Business game conformity with PIMS findings," Simulation & Gaming, , vol. 36(2), pages 259-273, June.
    3. A. J. Faria, 2001. "The Changing Nature of Business Simulation/ Gaming Research: A Brief History," Simulation & Gaming, , vol. 32(1), pages 97-110, March.
    4. J. Michael Spector, 2000. "System Dynamics and Interactive Learning Environments: Lessons Learned and Implications for the Future," Simulation & Gaming, , vol. 31(4), pages 528-535, December.
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    Cited by:

    1. Bindu Kulkarni & Ranjan Banerjee & Rajasekaran Raghunathan, 2022. "Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance," Simulation & Gaming, , vol. 53(1), pages 56-74, February.

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