Enhancing Student Professionalization Through Business Simulation Games

Enhancing Student Professionalization Through Business Simulation Games

Yui-Yip Lau, Macy Wong, Zhuang Yang, Chan Kwai Nam, Hsiao Arthur Shih-Kuei
DOI: 10.4018/978-1-6684-6172-3.ch007
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Abstract

A traditional classroom approach focuses on teacher-centric learning, and theoretical knowledge transition is often reinforcing spoon-feeding education. To this end, it leads to demotivating students' learning and failing to fulfill the employers' expectations. The business simulation game is a new, innovative educational tool for students to enjoy in an interactive learning classroom. The use of support tools can help students to improve their professionalization. This study mainly uses an illustrative real-life case study, Macro Business Simulation, as the target study area. In response, the study invited 64 university students to complete both pre-activity and post-activity surveys, along with 10 semi-structured, in-depth interviews with relevant parties including teachers, students, Macro Business Simulation operators, and business enterprises. Implications of the findings are also discussed.
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Background

The United Nations addressed that education needs to encourage intercultural dialogue and sustainable development after the second world war (Dale and Robertson, 2014). The United Nations General Assembly asserted its Universal Declaration of Human Rights in Paris on 10 December 1948. Article 26 mentioned that ‘Everyone has the right to education. Education shall be free, at least in the elementary and fundamental stages. Since the United Nations announced Article 13 of the International Covenant on Economic, Social, and Cultural Rights on 16 December 1996, the right to education was officially identified worldwide (United Nations, 2016). To a certain extent, education may reinforce national economic competitiveness by producing human capital (Lau, Ng, Tam & Chan, 2018; Fawns, Mulherin, Hounsell & Aitken, 2021).

Hong Kong’s higher education system has been wholly based on the English model since the first Opium War (1839-1842). To a certain extent, Hong Kong higher education has performed tremendous growth and significant transformation in the past 180 years. Since the 1980s, Hong Kong has undergone two primary waves of educational reforms. The first was inclined toward enhancing internal effectiveness, like teaching and learning in schools, while the second mainly focused on increasing interface effectiveness, like quality, market competitiveness, and accountability. A series of educational reforms led Hong Kong has experienced a paradigm shift from a local to a global basis (Cheng, 2009). In general, the traditional classroom approach is mainly adopted by Hong Kong higher education institutions. Nevertheless, the conventional classroom method concentrates on theoretical knowledge transition, and teacher-centric learning usually addresses spoon-feeding education. That is the process of directly telling students what they need to know and, thus, requires little independent thought on their part. As such, it demotivates students’ learning and fails to fulfil employers’ expectations. Now, most of Hong Kong’s higher education institutions strive toward ranking on league tables (e.g., QS and Times Higher Education). Graduates’ employability, teaching pedagogy, and learning context are one of the key performance indicators affecting the ranking. Also, several of Hong Kong’s higher education institutions prefer to obtain internationally renowned accreditations (e.g., AACSB, EQUIS, AMBA) to boost the number of student enrolment and improve their reputation in the academic world. Innovative teaching pedagogy is one of the evaluation items by such international accreditation bodies. To a certain extent, a business simulation game is one of the essential vehicles to sustain the Hong Kong higher education institutions’ competitive position. In the dynamic business environment, most business firms and government bodies desire to recruit preferable graduates to perform high levels of professionalisation. In response, higher education institutions are increasingly striving to create innovative learning contexts and improve existing learning pedagogies (Lau and Ng, 2015; Lau et al., 2018). From an educational viewpoint, business simulation games are vital learning and motivational tools, an interconnection between practical problems and abstract concepts, ‘hands-on’ and ‘learning by doing’ method of learning. Based on a technical viewpoint, business simulation games provide education’s long-last solution to support collaborative and online learning (Ben-Zvi, 2010). Educators incline toward working with advanced technology to produce more considerable learning experiences. Thus, investigating innovative methods for technology-friendly business simulation games for learning and teaching is specifically sensible (Tang, Chen, Law, Wu, Lau, Guan, He & Ho, 2021).

Key Terms in this Chapter

Innovative Educational Tool: Innovative educational tools foster the teachers to create classes more educative, fun, and interactive. Also, innovative educational tools foster students’ and teachers’ easier access to learning materials and faster.

Students: Students are primarily a person enrolled in an educational institution.

Traditional Classroom: Traditional classroom in which a teacher regulates and moderates the key flow of knowledge and information. As expected, students develop their knowledge of a subject outside of school via various homework exercises. Thus, students’ key resource is their teachers who only teach them face-to-face mode.

Spoon-Feeding Education: Spoon-feeding education describes treating the student like a baby. In other words, teachers must fill in with their knowledge. Such a process ‘tells’ the student what they require to understand and is more teacher oriented.

Teacher: A teacher is a person whose job is to teach in a college or school.

Macro Business Simulation Game: Macro business simulation game refers to developing a series of platforms/tools to integrate business, management, mathematics, and information. Theories, technologies, and professionals in various fields of science and technology develop a diversified teaching system for simulation business competitions, to meet the needs of teaching in business management with the revolution of technology.

Interactive Learning: Interactive learning is an emerging pedagogical approach that integrates urban computing and social network into course design and delivery. The advancement of virtual communication devices and digital technology stimulates the growth of interactive learning.

Professionalization: The process of professionalization refers to the occupational groups and industry themselves prefer to become more selective and self-motivated, that they are willing to improve the quantity and quality of their work and continue their relevant work learning area.

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