Review Article

Business Simulation Games in Higher Education: A Systematic Review of Empirical Research

Table 5

Quality ratings and methodologies of selected papers.

PaperQuality ratingData collectionSample and instrumentsData analysisConstructs used in the study

Vos [43]11Mixed methodsPostgame 35 surveys and 8 interviews from studentsQualitative
Chen, Keys, and Gaber [44]12QuantitativePostgame surveys from 164 studentsSPSS partial least squares (pls)Behavioural intentions, enjoyment, cognitive appraisal, perceived learning outcomes
Burdon and Munro[45]13QualitativeQualitative surveys from studentsThematic analysis
Eder, Antonucci, and Monk [46]12QuantitativePostgame surveys from 118 studentsStatistical analysisEngagement, team dynamics, learning outcomes
Bitrián, Buil, and Catalán [47]9QuantitativePre-postgame surveys from 430 studentsSPSS two cluster analysisStudents’ perceived learning, skills, and satisfaction, boredom, flow, anxiety, apathy
Ghani and Mohammad [48]13QuantitativePre-postgame surveys from 272 studentsConfirmatory factor analysisStudent characteristics, lecturer characteristics, simulation characteristics, business plan learning effectiveness
Thanasi-Boçe [49]QualitativePostgame 16 open-ended surveys from studentsThematic analysis
Tawil et al. [39]9Quantitative3129 students game results
Õun, Mägi, and Noppel [50]9QuantitativePostgame survey from 118 students from four countries
Lovelace, Eggers, and Dyck [51]13QuantitativePre-postgame surveys from 98 studentsSPSS paired sample -test and descriptive analysisCritical thinking, problem-solving, game performance
Almeida [52]12QuantitativePostgame surveys from 83 studentsStata software v13.0 descriptive analysisTechnical competencies, management skills, personal entrepreneurship
Costin, O’Brien, and Hynes [19]14QualitativeReflective essaysThematic analysisDecision-making, problem-solving, communication and teamwork, risk management
Mohsen, Abdollahi, and Omar [53]14Mixed methodsPostgame surveys and reflection reports of 120 studentsSPSS exploratory factor analysis and reliability analysis, thematic analysisStudents’ experience generation, conceptual understanding, skills development, and affective evaluation, respectively
Urquidi-Martín, Tamarit-Aznar, and Sánchez-García [54]13QuantitativePostgame surveys from 326 studentsAnalysis of the causal relationshipsGame realism, game structure, perceived usefulness, motivation, critical thinking
Almeida and Buzady [55]Mixed methodsPostgame focus group discussion and game resultsDescriptive and thematicGame performance and 29 management and leadership skills
Buzady and Almeida [56]13Mixed methodsPostgame surveys and interviews from 52 studentsDescriptive and thematicIndividual attitudes, 29 MAP dimensions
Bach, Zoroja, and Fašnik [17]13QuantitativePostgame surveysDescriptive analysis and chi square testAdvantages of different types of teaching methods
Zulfiqar et al. [57]14QuantitativePostgame survey from 277 studentsStructural equation model (SEM)Perceived ease of use and perceived usefulness, knowledge application and knowledge sharing, learnability, self-efficacy and perceived enjoyment, technology adoption and learning performance, entrepreneurial intentions
Yusof [58]13QuantitativePostgame survey from 160 studentsMultiple regression analysisLearning, benefit, satisfaction, and perception of business simulation
Lovin et al. [59]14QuantitativePostgame survey from 120 graduatesMultiple regression analysisKnowledge transfer, engagement, working environment culture, acquired knowledge from business simulation
Dharmastuti et al. [60]13QuantitativePostgame survey from 83 studentsDescriptive analysisPerceived usefulness, perceived ease, perceived enjoyment, student business competency, perceived learning outcomes
Faisal et al. [61]14QualitativeInterviews from 15 instructorsThematic analysisLearning outcomes, behavioural changes, work readiness
Beranič and Heričko [62]10QuantitativePre-postgame surveyDescriptive analysisBusiness processes knowledge, technical knowledge of SAP, ERP transaction knowledge, intent for future course engagement
Hishiyama and Nakajima [63]10Mixed method138 students and 180 instructorsDescriptive, ANVOVA
Tao, Yeh, and Hung [64]13QuantitativePostgame surveys from 43 studentsStatistical analysis, descriptive, ANVOVA, paired sample -testComplexity level, skills, declarative knowledge, procedural knowledge, strategic knowledge, matching the competition
Ellahi, Zaka, and Sultan [65]13QuantitativePre-postsurvey from 87 studentsSPSS, independent sample -testLearning satisfaction, learning performance, learner’s interest
Williams [66]14Mixed methodsPre-postgame survey from 32 students+reflection reports and game logsIndependent sample -test and thematic analysisEntrepreneurial skills, entrepreneurial attitudes, business skills
Beuk [67]13QuantitativePostgame surveys from 137 students, 248 instructorsRepeated measures one-way ANVOVA, regression analysisPerceived usefulness, level of fun, instructors perceived learning outcomes
Kriz and Auchter [42]12QuantitativePostgame surveys from 12521 studentsDescriptiveOrganisation and facilitation of the simulation game, personal and social skills, competition and teamwork, business knowledge and entrepreneurship skills, overall satisfaction
Zulfiqar et al. [68]13QuantitativePostgame 360 students surveyStructural equation modelling (Garris et al.) using AMOS 24Perceived business value, subjective norms, perceived behavioural controls, attitude toward entrepreneurship and entrepreneurial intentions
Rogmans and Abaza [69]11QuantitativePostgame 200 students surveyDescriptiveMotivation and engagement
Wang et al. [70]14QuantitativePostgame surveys from 141 studentsPartial least square approach SmartPLS softwarePerformance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and price value, behavioural intentions to use business simulation games
Kiss and Schmuck [71]13QuantitativePostgame survey from 329 studentsFrequency tables, univariate ANCOVA, -tests and cross-tabulationStrategy formulation, planning, decision-making, and teamwork; mathematical financial skills, managerial skills
Goi [4]14Mixed methodPostgame 365 students’ surveys and 14 students focus groupExploratory factor analysis (SPSS) and confirmatory factor analysis (AMOS) for quantitative and thematic analysis for qualitativeTeamwork, learning outcomes, satisfaction
Levant, Coulmont, and Sandu [73]13Mixed methodsPre-postsurveys from 392 students, mi- of Likert scale and open-ended questionsEmployability skills, soft skills
Hernández-Lara and Serradell-López [41]14Qualitative3681 messages posted in discussion forumIn vivo data analysis
Humpherys, Bakir, and Babb [74]10QuantitativeComparison of project grades of studentsDescriptive analysis
Obi, Eze, and Chibuzo [75]12QuantitativePostgame survey from 210 studentsCronbach’s alpha reliabilityCommunication and collaboration competencies, critical thinking competencies, academic instruction
Buil, Catalán, and Martínez [76]13QuantitativePostgame surveys from 360 studentsStatistical analysisCompetence, autonomy, relatedness, self-efficacy, cognitive engagement, emotional engagement, behavioural engagement, skill development, and perceived learning
Olive et al. [77]10Mixed methods114 students pre-post achievement tests, feedback surveys and analysis of trace filesStatistical analysis
Carenys, Moya, and Perramon [78]12QuantitativePostgame surveys from 132 studentsExploratory factor analysis and Cronbach’s alpha test of reliabilityAttributes, motivation, and cognitive learning outcomes
Leal-Rodriguez and Albort-Morant [79]13Quantitative80 students end of semester grades and game resultsPearson correlation and structural equations modellingStudents performance and students learning
Ștefan et al. [80]9QualitativeNot mentionedNot mentioned
Severengiz, Seliger, and Krüger [38]13Postgame surveys from 31 studentsDescriptive study
Loon, Evans, and Kerridge [81]14Mixed methodsPostgame surveys 155 and 36 semistructured interviews from studentsPearson correlation and multiple regression analysis SPSS
Bell and Loon [82]14QuantitativePostgame surveys from 173 studentsPrincipal component analysis, correlation and regression analysisEngagement, cognitive maturity, innovativeness, intended learning outcomes
Lee, Long, and Visinescu [83]13QuantitativePostgame surveys from 93 studentsPartial least square approachActive learning, meaningful learning, collaboration, subject integration
Pando-Garcia, Periañez-Cañadillas, and Charterina [84]11QuantitativePostgame surveys from two groups, 131 online, 83 onsite studentsConfirmatory factor analysisPerceived usefulness, perceived ease of use (PEOU), attitude to the business game technology, intention to use a business game technology
Lin, Yen, and Wang [85]10QuantitativeExperimental scenarios, an achievement test and a motivation scale, 49 response from individual and 47 response from groups of studentsDescriptive analysis, two-way ANOVA on SPSSLearning methods (collaborative and individual), learning motivation, learning performance
Hwang and Cruthirds [86]12QuantitativePre-postgame surveys from 52 from studentsDescriptive analysisSAP ease of use, business process knowledge, enterprise system knowledge, sap transaction knowledge
Urquidi Martín, and Tamarit Aznar [87]10QuantitativePostgame survey from 58 studentsDescriptive analysisEvaluation of the experience, learning, and development of critical thinking
Mustata et al. [88]10QualitativePostgame qualitative surveys from 88 studentsThematic analysis
Newbery et al. [89]10QuantitativePre-postgame surveys from 236 students divided in treatment and control groups-test and regressionGroup level micro identity, individual level micro identity, and interpersonal micro identity, observed entrepreneurial behaviour, experienced entrepreneurial behaviours
Torres and Augusto [90]12QuantitativePostgame surveys from 22 MBA executive studentsANOVAStrategy formulation, strategy implementation, critical analysis
Farashahi and Tajeddin [91]14QuantitativePostgame surveys from 194 undergraduate and MBA studentsDescriptive analysisProblem-solving skills, interpersonal skills, and self-awareness
Alas et al. [92]9Quantitative28 game dataOn SPSS, correlation analyses, regression analyses, and -testsGPA, expenditure of market information, point for homework, normalized profits
Calabor, Mora, and Moya [93]14Quantitative12 academics DelphiDescriptive analysisTechnical aspects of game, learning values of games, general view of game
Zulfiqar et al. [57]12QuantitativeTime-lagged surveys from 277 studentsStructural equation modellingKnowledge sharing, knowledge application, learnability, perceived pleasure, and self-efficacy
Beranič and Heričko [62]12QuantitativePre-postgame survey from 32 students involved in ERPsim introductory simulationDescriptive analysisBusiness process knowledge, technical SAP knowledge, ERP transaction knowledge, intent for future course engagement
Samaras, Adkins, and White [94]13QuantitativePostsurvey from 119 studentsPaired-sample -testsCritical thinking process and simulation participation