From this initial evaluation, it became clear that
SimCompany is an effective game for teaching chil-
dren general business management concepts: results
showed a higher <g> value for the experimental
group than the control group. This is a step forward
in designing technology that really helps children
learn. Future work will include evaluating the game
in more schools and students, as well as outlining
general principles that can prove useful when de-
signing this kind of games. This will also contribute
to a growing body of knowledge based on human-
work interaction design.
5 CONCLUSIONS
The main goal of this research was to conceive a
new game that could promote the entrepreneurial
spirit in children. However, during that process we
ended up collecting a body of knowledge regarding
how business managers and teachers can act effec-
tively, during a UCD game design process.
It is now clear that as a result of the present
ubiquitous environment and the sheer volume of
their interaction with it, today’s students think and
process information in a fundamentally different
way from their predecessors. In this context, com-
puter games have the potential to act as an effective
learning tool. Some of the reasons that show its po-
tential were analyzed through this research, and in-
clude the following:
• Scale: an online-based educational game can
reach a much higher number of students than tradi-
tional educational methods. Its effectiveness also
seems promising and shows positive improvements
on the students learning rates, although more re-
search is needed in order to correctly assess it.
• Availability: traditional educational lectures
only occur at a pre-fixed time point, whereas educa-
tional games can be played during the children’s
spare time at anytime. This is even more important if
we think about the percentage of students who own
smartphones, PDA’s and other computing devices
that can also be used as effective ubiquitous learning
tools.
There are reasons to believe that the business,
technological and social dimensions of games will
continue to be key driving factors of the gaming
billion-dollar industry. The process of creating those
games, however, is still far from being optimal. One
of the reasons for this is simply that professional
designers often don’t have one of the following
skills (although some have most of these and very
few have all the skills): (i) visual design skills; (ii)
programming and technical skills; (iii) knowledge of
the educational curriculum and contents – and ide-
ally they should all present these skills. However,
it’s more natural to simply bring different-
background persons to the project. Therefore, novel
design approaches are needed, especially those ap-
proaches which are capable of effectively bringing
together all these very different skills.
As for future work, there are certainly many ave-
nues of research on game design for educational
goals. Whichever design approach is followed, it is
essential to regard the game as an additional educa-
tional tool, rather than a solution for all problems. In
particular it would be very interesting to study how
can we design educational games that promote a
more collaborative style of learning. Putting students
interacting with each other would be particularly
useful for learning complex sets of concepts, such as
those present in the business management fields.
One of the most interesting success factors of educa-
tional games like SimCompany is related to its avail-
ability, as we mentioned previously. This opens up
the power of educational mobile games as another
promising field of research, since it could exploit
this factor to a further extent.
REFERENCES
Baltra, A. (1990). Language learning through video adven-
ture games. Simulation & Gaming, (1990), 4, 445-452.
Campbell, B.J., Brady, M.P., & Linehan, S. (1991). Ef-
fects of peer-mediated instruction on the acquisition
and generalization of written capitalization skills.
Journal of Learning Disabilities, 24, 1, 6-14.
Clemmensen, T., Orngreen, R. and Pejtersen, A. M.
(2005). Describing Users in Contexts: Perspectives on
Human-Work Interaction Design. Workshop in Pro-
ceedings of Interact’05.
Dix, A., Finlay, J., Abowd, G. and Beale, R. (2004). Hu-
man-Computer Interaction. Prentice-Hall, 3rd edition.
Everett, J. (2003). Building a business simulation for kids:
the making of Disney's hot shot business. Computers
and Entertainment, 1(1), (Oct. 2003), pp. 1-9.
Gardner, H. (1983). Frames of mind. The theory of multi-
ple intelligences. New York: BasicBooks.
Kafai, Y. B. (1995). Minds in play: Video game design as
a context for children’s learning. Hillsdale, NJ: Law-
rence Erlbaum Associates, 1995.
Lin, Yu-Hong, (2007). Integrating Scenarios of Video
Games into Classroom Instruction. In Information
Technologies and Applications in Education, 2007.
ISITAE’07.
ICEIS 2010 - 12th International Conference on Enterprise Information Systems
236