1. Introduction
Digital transformation is increasingly important in many areas, including education. Nowadays, students are being educated and prepared to work successfully in highly digital environments. Therefore, the strong involvement of advanced information and communication technology (ICT) represents an important and necessary part of education. This is especially true for higher education, which represents the final step before employment. Even though the use of technology in teaching is already an established procedure [
1,
2], the current situation requires even closer interweaving with ICT, regardless of the course, supporting sustainable study programs. Hence, the business and economic education is no exception. Digitalisation has already impacted strongly and transformed the above-mentioned domain significantly. Consequently, the reflection of digitalisation topics in the current business and economics curriculum is a highly important topic.
Nowadays, the use of ICT in business environments, even within small and medium-sized enterprises, is essential. In addition to essential digitalisation tools, many companies also use advanced and complex ICT tools, such as, for example, enterprise resource planning (ERP) solutions. Since the ERP systems significantly influence the organisations’ performance, the use is inevitable to remain competitive [
3]. Therefore, it is important that students become familiar and use those tools practically already during their studies, if possible even in the form of real-life scenarios. This can be achieved with the use of simulation 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 decisions 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,
8,
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,
12,
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 advantages [
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 critical and creative thinking, knowledge acquisition, content understanding and perceptual skills [
11,
13,
15,
16,
17,
18].
Given the many positive aspects of gamification and serious games, its widespread use can also be detected in higher education [
17,
19,
20,
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]. According 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 implemented 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 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 transaction 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.
4. Results and Discussion
4.1. Perceived Knowledge Acquisition
The main goals of the presented research was to research whether the ERPsim introductory simulation session effected participant knowledge positively in three different knowledge domains:
As shown in the research model in
Figure 2, knowledge acquisition is covered with RQ 1, RQ 2 and RQ3. Three hypotheses were developed, according to the formed research questions:
Hypothesis H1 There is a significant difference in the students’ business process knowledge before and after the ERPsim introductory simulation.
Hypothesis H2 There is a significant difference in the students’ technical knowledge for SAP ERP before and after the ERPsim introductory simulation.
Hypothesis H3 There is a significant difference in the students’ ERP transaction knowledge 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
Table 2 and
Table 3.
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 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.
In order to test the hypotheses H1, H2 and H3, which looked for a significant knowledge increase in three knowledge domains, business process knowledge, technical knowledge 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.
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.
The study participants are economics and business degree students, therefore the comparison 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. Additionally, 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 different 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 representing 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.
Within the ERPsim simulation, participants performed different transactions following the steps presented on the JobAid. Therefore, in the post-session questionnaire, we asked them to self-assess their knowledge of various transactions. The students assessed their knowledge using a 5-point scale, where 1 stands for very low and 5 stands for excellent. The results are presented in
Table 7. The average value of the assessed knowledge is presented for each transaction. The values are provided only for the participants who participated in a belonging business role. For example, only those that participated in the pricing business domain were considered for the Change Price transaction. As seen, students know best the transactions MRP Run, Change Price and Create Planned Independent Requirements. On the other hand, students are least familiar with some of the reporting transactions, like Summary Sales Report, Financial Statements and Price Market Report.
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.
4.2. Teams’ Strategies, Motivation and Students’ Engagement
In addition to the research questions covering knowledge acquisition, we also looked at how the business simulation affected the students overall motivation, strategy and communication. We asked them to assess various statements using a 5-point scale, 1 standing for strongly disagree and 5 standing for strongly agree.
Table 8 presents the average values and standard deviations, together with distributions.
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 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 simulation 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 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 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.
6. Conclusions
If we want to prepare our students for the competitive business environments successfully, 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 students’ 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 introductory simulation is an appropriate approach for introducing the basic functionalities of SAP ERP, and also for learning the basic navigation and use of controls in SAP ERP. They liked the introductory workshop, and would suggest the participation to other, especially to the next generation, students. Based on the results, we can conclude that the ERPsim introductory simulation improved the gained knowledge significantly and undoubtedly has a positive impact on student motivation and their future course engagement. Therefore, the use of ERPsim as an introduction into the course is advisable, since it could result in many meaningful and useful effects.
Gathered results unite with the results of our previous three-year research. Whether the statements assessed the knowledge or skills or future course engagement, the students confirmed the positive effects of the introductory simulation. Therefore, the positive impact was confirmed regardless of participants prior knowledge and irrespective of their study domain.
Since the use of business simulations in higher education is an evolving topic, we will continue and research the domain further. As future work, we plan to repeat the survey and the introductory simulation on the next generation of students enrolled in business and economic professional higher education programmes. Additionally, we are also working on developing an objective instrument aimed at measuring students’ knowledge acquisition.