Beranič Heričko 2022 The Impact of Serious Games in Economic and Business Education
Beranič Heričko 2022 The Impact of Serious Games in Economic and Business Education
Article
The Impact of Serious Games in Economic and Business
Education: A Case of ERP Business Simulation
Tina Beranič * and Marjan Heričko
Faculty of Electrical Engineering and Computer Science, University of Maribor, Koroška cesta 46,
2000 Maribor, Slovenia; [email protected]
* Correspondence: [email protected]
possible even in the form of real-life scenarios. This can be achieved with the use of simula-
tion games, namely, business simulation games. Business simulations play an essential role
nowadays in study programmes, since engaging in simulations enables the sustainable
knowledge transfer between education and industry [4]. One of the representatives is the
ERPsim business simulation [5] based on SAP ERP. It covers different business scenarios,
and simulates a real business environment in which students have to make business de-
cisions according to gathered data and collaboration between the various business roles
in the company. This allows a holistic view of the business environment, which is highly
desirable by the global business community [6].
The use of serious games in education is an evolving topic, receiving a lot of research
interest. Unlike traditional entertainment games, serious games are designed and used to
fulfil learning objectives, therefore, for educational purposes [2,7–9]. Serious games are
a form of gamification, incorporating traditional gaming elements into learning [8]. As
full-featured games [10], serious games are intended for education and different serious
purposes, like industry training and simulation [8,11–13]. According to a review provided
by Connolly et al. [13], the majority of serious games are simulations.
The use of serious games in the educational process has many advantages, which can
be aligned with the positive effects of gamification. The main development goals of serious
games are learning and behaviour change [13]. Serious games can motivate learners [14]
and provide the environment for practice [14]. Positive findings were also detected by
Zhonggen [2], who reviewed the available literature systematically in order to explore the
effectiveness of serious games in education. As stated, serious games can facilitate the
holistic understanding of the specific topic, enhance cognitive abilities, improve academic
achievements in the form of learning outcomes, provide flexible learning and other advan-
tages [2]. According to Krath et al. [11], researchers, when looking into gamification or
serious games outcomes, among others, focus on behavioural, learning and motivational
outcomes. Within learning outcomes, the researchers report about an improvement of criti-
cal and creative thinking, knowledge acquisition, content understanding and perceptual
skills [11,13,15–18].
Given the many positive aspects of gamification and serious games, its widespread
use can also be detected in higher education [17,19–21]. Innovative teaching approaches
are becoming increasingly important, since they can address current educational challenges
successfully. Therefore, the use of serious games can be detected in different economics
and business education fields. Serious games are used in management education and
training [8,22], accounting education [23] and also entrepreneurship education [24]. Ac-
cording to the review implemented by Boyle et al. [25], which updated the review by
Connolly et al. [13], the majority of games for business and economics are simulations. The
use of serious games within the educational process varies [2]. Based on the goal that we
want to achieve, they can present the major focus of the course, or can be used just as a
supplement to traditional learning approaches, i.e., lectures and lab works. Additionally,
they can be used throughout the whole course, or just at the beginning of the course.
The presented research focuses on a case study of ERPsim business simulation imple-
mented within a very first course session in a business oriented study programme. We used
the simulation as an introduction to the course, in order to ease the introduction of ERP
and IT concepts to business and economics students obtaining a professional degree. By
following highly positive outcomes and feedback of our previous research [26], we decided
to research whether a similar approach can be beneficial and suitable also in non-IT study
areas, as in current research, in the business oriented study programme.
Within the research, we focused on two main domains, knowledge acquisition and future
student engagement. Since the related work points out improved learning outcomes as
one of the benefits of the serious game implementation, we researched whether there is
a significant knowledge increase within three learning outcome domains. Two of them are
business oriented, namely business knowledge and ERP transactions knowledge, while one is
Sustainability 2022, 14, 683 3 of 17
IT oriented, namely technical knowledge for SAP ERP. Therefore, our research is focused on
the following research questions:
RQ 1 Does an ERPsim introductory session improve the students’ knowledge in the business
process knowledge domain?
RQ 2 Does an ERPsim introductory session improve the students’ knowledge in the domain of
technical knowledge for SAP ERP?
RQ 3 Does an ERPsim introductory session improve the students’ knowledge in the ERP transac-
tion knowledge domain?
In addition to the main research questions, we also looked into how the business
simulation affects students’ overall motivation, strategy and communication.
The second part of the research focused on the perceived impact of business simulation
on students’ future course engagement since the achievement of an active engagement is an
increasing challenge within higher education. The research followed the following research
question:
RQ 4 Does an ERPsim introductory session affect students’ intent for future course engagement?
The paper is organised as follows. Section 2 presents the theoretical background and
related work, focusing on serious games, the ERPsim business simulation and its use in
the educational process. The following section presents the methodology of the presented
research, covering the implementation of the ERPsim business simulation, presenting the
demographic data, research model and data collection. Section 4 presents the results and
discussion, offering the answer to the formed research questions. The section is divided into
two subsections, first, discussing perceived knowledge acquisition, and second, focusing
on teams’ strategy, motivation and students’ future course engagement. The paper ends in
Section 6, presenting a conclusion and future research.
domain evolved rapidly. Nowadays, one of the visible representatives of serious games and
simulations in the business and economics domain is ERPsim [5], the business simulation
used in the presented research.
3. Methodology
3.1. Implementation of the ERPsim Business Simulation and Demographic Data
Since its introduction [36] the ERPsim simulation has evolved constantly. ERPsim [5]
now supports nine simulation scenarios combined into four groups: (1) Distribution, (2)
Logistics, (3) Manufacturing, and (4) Retail Game. Within each simulation, scenarios
enable a gradual complexity increase. For example, the Manufacturing Game supports
three different scenarios, Introduction, Extended and Advanced Scenarios. Within the
Manufacturing Introduction simulation, participants use the basic set of transactions. In the
Extended scenario, four additional transactions are added, and in the Advanced scenario,
participants have to deal with an additional business domain, resulting in an even more
detailed simulation. The Manufacturing Advanced simulation scenario is the most complex
ERPsim simulation, covering the most comprehensive scope of ERP transactions. On the
other hand, the ERPsim Distribution Game presents the introductory simulation covering
the basic ERP functionalities. This simulation is aimed at performing a business cycle
through planning, procurement and selling.
Within the presented research, the ERPsim Distribution simulation was used, since we
used the simulation as the introduction to the course. In the chosen simulation, participants
Sustainability 2022, 14, 683 5 of 17
The simulation is implemented in three sequential rounds. In the first round, par-
ticipants perform the transactions within the Sales Process, changing the prices of their
products within the selling regions and investing in marketing activities. The marketing
can be done for each product in each German region. In the first round, the participants can
check the Inventory Report to track their stocks, and look into the sales and price reports,
which can help them design and adjust the company’s selling strategy. For example, the
Price Market Report shows market sales data and is available every five days. In the
second round, the participants need to restock their inventories. They can use the MRP Run
and Create Planned Independent Requirements transactions in order to convert Purchase
Requisitions into Purchase Orders. It is essential that they track their Purchase Orders,
and also monitor other available reports continuously. In the third round, the participants
implement the whole business cycle, completing the planning process with the Create
Planned Independent Requirements Transaction [45].
The outline of the ERPsim introductory session, as implemented within the presented
research, can be seen in Figure 1.
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Figure 1. Outline of the performed research and implemented ERPsim business simulation introduc-
tory simulation.
The students were combined into groups of three or four participants, which were
formed according to their own wishes. Before each round, they were given the time for
forming the strategy, while, after every round, we performed a debriefing in which the
results of the simulation were shown to the participants, and they were encouraged to
share their experiences and thoughts with others groups. It has to be mentioned that the
introductory session was implemented with the goal of easing the introduction into the
course, wherein the course was continued with the use of traditional teaching approaches.
Additionally, the participants were not graded based on the results that their companies
achieved during the session. Because of this, they have the ability to experiment freely and
focus on gaining new knowledge, which is also one of the important good practices when
using simulation within the course [46].
• Demographic data,
• Study process involvement data,
• Experience data, and
• Knowledge self-assessment data before the session.
With the post-session questionnaire, we gathered the following:
• Knowledge self-assessment data,
• Data about gained business and technical knowledge and skills,
• Data about simulation motivation and the used strategy,
• Data about team communication and role and task division,
• Data about gamification, serious games and simulation, and
• Data about future course engagement.
RQ 1
Business process
ERPsim business simulation introductory session
knowledge
RQ 2
RQ 3
ERP transaction
knowledge
RQ 4
Within the questionnaires, participants’ opinions and experiences were gathered using
a self-assessment statement and a 5-point scale. According to Cronan et al. [48], who
compared the learning outcomes in the ERP business simulation domain, there exists a sig-
nificant correlation between self-assessed knowledge and the use of objective measures [48].
Therefore, the use of self-assessment scales for assessing students’ knowledge and skills
is suitable. After the data were gathered, the analysis was done using an SPSS statistics
tool [49]. The analysis was done according to different thematic domains, providing an-
swers to the formed research questions and some additional information. The results are
presented hereinafter in Section 4 and its Subsections.
Hypothesis H2 There is a significant difference in the students’ technical knowledge for SAP
ERP before and after the ERPsim introductory simulation.
With the pre-questionnaire, used before the introductory session, the students self-
assessed their knowledge in the mentioned domain before participating actively in the
ERPsim business simulation. The same knowledge domains were again re-self-assessed
by the students within the post-questionnaire. This time, after the ERPsim introductory
session, in order to check whether the ERPsim simulation had had a positive impact on
their knowledge acquisition. The gathered values are presented in Tables 2 and 3.
Table 2. Average team knowledge in different knowledge domains before and after the ERPsim
business simulation introductory simulation.
Table 2 presents the differences in the average values of each knowledge domain self-
assessed by the students before the ERPsim introductory simulation. Three or four students
formed the teams, wherein the students were allowed to form the groups according to their
own wishes. The students assessed their knowledge using a 5-point scale, where 1 stands
for very low and 5 stands for excellent. As seen, the average values between the groups
vary. For example, in the domain of business process knowledge, the lowest value is 2.33
and the highest 3.67. On the other hand, in the knowledge domain with the lowest average
value, ERP transaction knowledge, the lowest value is 1.25 and the highest 2.00.
The average values for the whole participating sample are presented in Table 3. The
Table presents the average knowledge assessment for the three knowledge domains covered
in the research questions. The domain of business process knowledge was rated the highest
before and after the simulation. The average value before the simulation was 2.81, while
the value after the simulation was 3.59. The highly assessed knowledge of the business
process knowledge domain is not surprising, since the participant students are studying
business and economics topics. Therefore, a lot of knowledge has already been received in
other subjects. The students rated their technical knowledge for using SAP ERP with an
average value of 1.75 before and 3.44 after the ERPsim simulation. The knowledge domain
Sustainability 2022, 14, 683 9 of 17
that was assessed with the lowest value before the introductory session was knowledge of
ERP transactions. On average, their students self-assessed their knowledge with 1.59 before
and 4.37 after the introductory simulation. This was also the domain with the highest
knowledge increase. On average, the knowledge was increased by 1.88.
Table 3. Average value and standard deviation of assessed knowledge in different knowledge
domains before and after the ERPsim business simulation introductory simulation.
In order to test the hypotheses H1, H2 and H3, which looked for a significant knowl-
edge increase in three knowledge domains, business process knowledge, technical knowl-
edge for using SAP ERP and ERP transactions knowledge, we had to implement the
additional analysis. In the first step, we checked the distribution of the variables with
the use of the Kolmogorov–Smirnov normality test. All the six variables measuring self-
assessed students’ knowledge in three knowledge domains before and after the ERPsim
introductory simulation were tested for normality. The null hypothesis was rejected with
the significance < 0.001. Therefore, all six variables are not distributed normally. There is a
statistically significant difference between variable values and the normal distribution.
According to the data distribution, the Related-Samples Wilcoxon Signed Rank Test
was used to research the stated hypotheses. The results are presented in Table 4. According
to the results of the tests, it can be observed that there was a significant difference between
pre- and post-session assessments for all of the three knowledge domains. Consequently,
we can conclude that there was a significant difference in the students business process
knowledge, technical knowledge for SAP ERP and ERP transaction knowledge before and
after the ERPsim introductory simulation. Therefore, the hypotheses are confirmed.
Table 4. The results of the hypothesis testing with the Related-Samples Wilcoxon Signed Rank Test.
The students were also asked to assess some additional statements researching the
impact of the ERPsim introductory simulation on gained business and technical knowledge
and skills. The assessments were again done on a scale from 1 to 5, with 1 standing for
strongly disagree and 5 standing for strongly agree.
With an average score of 4.44 and a standard deviation of 0.564, students agreed that
they gained new business knowledge and skills during the ERPsim business simulation.
Additionally, they agreed that they gained new technical knowledge and skills for using
SAP ERP. This was evident from an average score of 4.31 and a standard deviation of 0.535.
Some additional statements connected to business and technical knowledge and skills
are presented in Table 5. With an average score between 4 and 5, the students confirmed
all of the statements. All of them agreed, or even strongly agreed, with the statement
that ERPsim contributes to understanding basic business management concepts, and that
ERPsim contributes to understanding the need for collaboration in the organisation. On
the other hand, all of them also agreed, or strongly agreed, that the ERPsim simulation
contributes to developing the technical skills necessary for the use of SAP ERP. Some other
results are presented in Table 5.
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Table 5. The impact of the ERPsim introductory simulation on students’ business and technical
knowledge and skills.
The study participants are economics and business degree students, therefore the com-
parison can be made to our previous work [26], where the participants of the introductory
simulation were IT students. When comparing the matching statements and the gathered
results connected to technical knowledge, we can see that the mean values coincide. Addi-
tionally, the mean values of the statements related to business knowledge and skills are
again close together. But still, when assessing the statement connected to knowledge about
the collaboration in the organisation, IT students delivered slightly higher average values.
This is expected since the collaborating IT students did not have any economic background,
while, on the other hand, the general digital literacy is satisfactory for using SAP ERP.
Hence, the students’ advanced IT skills did not cause essential differences. This confirms
that an introductory workshop benefits students regardless of their previous knowledge
and main study field.
Within the ERPsim Distribution business simulation, students can participate in differ-
ent business roles, and, consequently, implement different transactions. Since, within the
introductory session, three rounds of the simulation were played, the participants were
encouraged to change roles as much as possible and implement as many transactions as
possible. The goal was that the students become familiar with all of the transactions repre-
senting different business processes. With a mean of 4.25 and a standard deviation of 0.718,
the participants confirmed that they changed the business roles regularly. However, as the
results in Table 6 suggest, each participant did not participated in every business function,
also due to the limited number of rounds played. As depicted in the Table, the majority
of students participate in the pricing domain, also in the domain of stock monitoring and
marketing. On the other hand, domains like sales forecast, financial monitoring, MRP and
order creation and tracking, are the domains in which they participated the least.
Sustainability 2022, 14, 683 11 of 17
Table 6. Students’ active involvement in different business domains in the ERPsim business simula-
tion introductory simulation.
Table 7. Average knowledge values for the transactions used in the ERPsim introductory simulation.
Transaction Mean
Change Price (VK32) 4.00
Marketing Expense Planning(ZASD) 3.79
Create Planned Indep. Req. (MD61) 3.92
MRP Run (MD001) 4.13
Create Purchase Orders (ME59N) 3.73
Inventory Report (ZMB52) 3.77
Purchase Order Tracking (ZME2N) 3.82
Sales Order Report (ZVA05) 3.73
Summary Sales Report (ZVC2) 3.50
Financial Statements (F.01) 3.67
Price Market Report (ZMARKET) 3.62
After the ERPsim business simulation, the students were also asked to self-assess their
knowledge in the different business domains. With an average score of 3.84 and standard
deviation of 0.628, they assessed their knowledge connected to procurement, with a score
of 3.72 and a standard deviation of 0.581, the knowledge of sales and distribution and
the domain of financial accounting were assessed with an average of 3.47 and standard
deviation of 0.761, all on the scale from 1 to 5.
Table 8. The impact of the ERPsim introductory simulation on students’ motivation, teams’ strategy
and teams’ communication.
The main goal of participating students was not to win, while the implemented
previous study’s mean values were lower, 3.4, 4.1, and 3.7, respectively. Still, the motivation
in the current study was still influenced by other teams. Overall, 43.8% of participants
agreed strongly that the team rating after each round influenced their motivation in the
continuation. Within our previous study [26], the motivation connected to other teams
was assessed higher, which coincides with previously presented results related to the
participant’s goal.
With an average of 4.06, the participants agreed that the teams followed a previously
designed strategy. The strategies were also adjusted between the rounds, and, with an
average of 4.09, they agreed that, in most cases, the change of strategy led to the expected
results. The participants also agreed that the information that they exchanged after the
simulation rounds contributed to a better result in the next round, but, as shown by the
results, with an average value of 3.66, the teams hid certain important information. This
could be aligned with the high average score of the statements looking into motivation
connected to other teams. According to the answers, the communication within the team
Sustainability 2022, 14, 683 13 of 17
was good, and this was confirmed with an average of 4.44. The students also agreed that
simulation contributed to better connection with the colleagues within the group, and also
to the development of social skills.
The second part of the presented research focuses on the effect of the introductory sim-
ulation on students’ future course engagement, covered by the RQ 4 presented in Section 1
and shown in the research model in Figure 2. According to related work, gamificaton and
serious games have an important impact on students’ course engagement. We asked the
participants to assess the statement connected to future course attendance. Overall, 18.8%
of the participants agreed strongly with the statement, 40.6% agreed with the statement,
25.0% were neutral, 9.4% disagreed, and 6.3% disagreed strongly with the statement. The
results are presented in Table 9. When compared with our previous work [26], the value is
in-between. The assessed values by the years were 3.2, 3.9, and 4.0, respectively. In the last
year, none of the participants disagreed or disagreed strongly with the statement, which
confirmed that the introductory workshop positively impacts future student engagement.
Table 9. Students’ opinion on gamification and the introductory simulation, and the impact of the
ERPsim introductory simulation on students’ future course engagement.
Table 9 also presents the average value of the assessment for statements connected
to students’ opinions on gamification and the implemented introductory simulation. The
participants would suggest participation to other students. This statement was assessed
with a high average value of 4.25. The students also agreed that the simulation was fun,
and that the concept of the introductory simulation would be appropriate for the next
generations of students. With an average value of 4.38 they agreed that the concept of an
introductory simulation would also be appropriate within other courses, and, with the
average of 4.31, that a simulation is an appropriate approach for introducing the basic
functionalities of SAP ERP. In comparison, within our previous research [26], the students
Sustainability 2022, 14, 683 14 of 17
assessed the statement with 4.6, 4.6, and 4.4 within the three years, while none of the
participants disagreed or strongly disagreed with the statement. This confirms that the
business simulation used as an introduction to the course is a suitable approach, resulting
in the desired knowledge and skills.
5. Limitations
The results of the presented study can be affected by various factors. The limitations
and potential threats to validity are presented hereinafter. The research was performed
using an ERPsim business simulation based on SAP ERP, using the traditional SAP GUI.
Therefore, the change of interface or simulation could affect the results. The results were
also impacted by the participants’ backgrounds. In the research, we included business
and economic professional degree students. The results could also be biased due to the
participants’ subjectivity, since the questionnaires were based on self-assessment statements.
However, the subjectivity was reduced by ensuring anonymity. The participants used only
an ERPsim user name, which was not connected to students’ real identities.
6. Conclusions
If we want to prepare our students for the competitive business environments suc-
cessfully, following the digitisation trends is crucial. This can be facilitated with the
implementation of innovative teaching approaches into the existing learning curriculum
supporting sustainable study programs—for example, the use of serious games, specifically
business simulations. A well known and widely used representative is the ERPsim business
simulation, aimed for teaching ERP concepts. The simulation is focused on easing the
understanding of complex and challenging thematic connected to ERP systems. Within the
presented study, we used the ERPsim business simulation as the introduction to the course,
while the continuation of the course was done using traditional teaching approaches. Using
a simulation only in the introduction allows a fast adaptation since only a limited number
of hours are intended for the implementation, resulting only in minor changes and limited
resources to verify the approach appropriateness.
Based on the research directions, we implemented an introductory simulation session
in the business and economics higher education study programme. We designed a survey
wherein we performed the pre- and post-questionnaires in order to gather the data needed
for answering the defined research questions. Within the research, we focused on four
research questions. Research questions RQ 1, RQ 2 in RQ 3 focused on knowledge acquisition,
while research question RQ 4 focused on future student course engagement. Research question
RQ 1 investigated whether there was a significant difference in the students’ business process
knowledge before and after the ERPsim introductory simulation, RQ 2 looked to see if there was a
significant difference in the students’ technical knowledge for SAP ERP before and after the ERPsim
introductory simulation. RQ 3 researched whether there was a significant difference in the stu-
dents’ ERP transaction knowledge before and after the ERPsim introductory simulation. Based on
the gathered data, all three hypotheses derived from the research questions were confirmed,
confirming a significant knowledge increase in the business process knowledge domain,
technical knowledge domain for SAP ERP and ERP transaction knowledge domain.
On the other hand, the research question RQ 4 looked at whether the participation
in the introductory simulation affected the students’ intent for future course engagement. The
participants assessed the statement with an average of 3.56 and a standard deviation of
1.105. Overall, 59.4% of students agreed, or agreed strongly, and only 15.7% disagreed, or
strongly disagreed, with the statement that they will attend the lectures more often due to
the introductory simulation. Therefore, the gathered data confirmed the research question.
The students were also asked to assessed some additional statements about teams’
strategies and their motivation. It was observed that the participants’ main goal was not
to win in the simulation, but to gain new knowledge. However, their motivation was
still connected strongly to the other teams. The teams followed the predefined strategies
and assessed communication within their team as good. Participants also agreed that the
Sustainability 2022, 14, 683 15 of 17
Author Contributions: Conceptualization, T.B. and M.H.; formal analysis, T.B.; investigation, T.B.
and M.H.; methodology, T.B. and M.H.; supervision, M.H.; visualization, T.B.; writing—original
draft, T.B.; and writing—review and editing, T.B. and M.H. All authors have read and agreed to the
published version of the manuscript.
Funding: This research received no external funding.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Participation was optional and anonymous.
Data Availability Statement: Data can be obtained on request from the corresponding author.
Acknowledgments: The authors acknowledge financial support from the Slovenian Research Agency
(Research Core Funding No. P2-0057).
Conflicts of Interest: The authors declare no conflict of interest.
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