AN ONLINE GAME FOR TEACHING BUSINESS
MANAGEMENT CONCEPTS
Pedro Campos
CCM – University of Madeira and INESC ID Lisbon, Campus Universitário da Penteada, 9000-390 Funchal, Portugal
Keywords: Human-Computer Interaction, Games, Interaction Design, Business Management, User-centered Design.
Abstract: In this paper, we describe the result of a multi-disciplinary approach to designing a particular class of educa-
tional games: business management games. The approach was based on intensive collaboration and co-
design meetings with business management researchers. The result was a Web-based game called “Sim-
Company”, aimed at teaching children about business management concepts, thus promoting an entrepre-
neurship culture in classroom settings and beyond. “SimCompany” proved effective as a teaching tool about
business management concepts, and initial evaluation showed a positive increase in students’ rate of learn-
ing, compared to traditional teaching methods.
1 INTRODUCTION
The power of games as learning instruments has
become unquestionable. Our students have changed
radically and today’s students are no longer the peo-
ple our educational system was designed to teach.
Today’s students represent the first generation to
grow up with the new digital technology, having
spent their en-tire lives surrounded by and using
computers, videogames, digital music players, video
cams, cell phones, and all the other toys and tools of
the digital age. Today’s average college grads have
spent less than 5,000 hours of their lives reading, but
over 10,000 hours playing video games (not to men-
tion 20,000 hours watching TV). This is one out of
many reasons why both researchers and practitioners
have started to embrace games as educational tools,
as opposed to the traditional vision of games as
merely entertainment instruments.
In this paper, we describe “SimCompany”, a fun,
educational game designed to instill the
entrepreneurship spirit in children (9-14 years old).
As the young player progresses in the game, the
basic concepts of consumer behavior, marketing and
strategic management are described, illustrated and
reinforced in a fun, easy and engaging way.
The goal of the game is to reach the last level
and complete it with the greatest amount of points
accumulated and before time expires. As an
example, we provide a brief description of four
levels of this game, taken from the game’s script,
which was outlined through a multidisciplinary
design approach involving designers, programmers,
user interface experts and - most importantly -
entrepreneurship and management experts.
2 BACKGROUND
Some authors observed that computer games have
achieved their massive reach without going through
the education system. While games may be an ideal
companion to classroom instruction, they do not
have to go through the classroom to access students.
Other educational reforms depend on the teacher as
the medium and do not necessarily take into account
the many demands and constraints already faced by
educators. Video games give teachers and parents
the ability to reach students where they live, bypass-
ing many of the challenges associated with restruc-
turing the education system from the inside out.
2.1 Games for Learning
Using games as an educational tool is not a novel
approach. Their true potential emerged from the fact
that 50 to 60 percent of all Americans play games
and the typical game players are relatively young
computer users (Kafai, 1995). Particularly popular
games include the simulation genre, e.g. The Sims
and SimCity, which allow players to create and
231
Campos P. (2010).
AN ONLINE GAME FOR TEACHING BUSINESS MANAGEMENT CONCEPTS.
In Proceedings of the 12th International Conference on Enterprise Information Systems - Human-Computer Interaction, pages 231-237
DOI: 10.5220/0002959502310237
Copyright
c
SciTePress
manage simulated communities and worlds. Spore is
another title aimed at simulating evolutionary adap-
tation (Maxis, 2006).
Games have also been used for serious purposes.
Early examples include games that promote health
behaviour change and management for children,
such as Packy and Marlon, and adventure game for
children to learn about diabetes self management
skills, and Rex Ronin, a smoking prevention video
game. Games have also proven effective in teaching
children a foreign language (Baltra, 1990).
Serious games have also been developed for
adults to train personnel in a variety of areas. Exam-
ples include Visual Purple’s Angel Five, modelling a
weapons of mass destruction terrorist attack with the
trainee coordinating resources between federal, state,
and local agencies; BreakAway’s Incident Com-
mander trains first responders and federal employees
in the new National Incident Management System
for standardized response methods dealing with ter-
rorist attacks or natural disasters; and Tactical Iraqi
which uses artificial intelligence and computer gam-
ing techniques to make learning languages quicker,
more effective, and fun for military personnel.
In terms of games related to business concepts,
which form the core of this chapter, researchers as
well as industrial practitioners have made several
attempts to create entertaining forms of educating
business concepts. For instance Zhou and colleagues
(2008) describe and demonstrate an Internet based
supply chain simulation game. The innovation pre-
sented in this game stems from a comprehensive set
of supply chain (SC) management strategies which
can be tested in the game. The key functionalities of
the game were designed to increase players’ SC
awareness, facilitate understanding on various SC
strategies and challenges, foster collaboration be-
tween partners, and improve problem-solving skills.
The authors concluded that such a game could be
used as an efficient and effective teaching tool as
well as a research tool in operations research and
management science. They also observed problems
and obstacles detected while engaging in the SC
business scenario game. Actions were proposed and
implemented to solve these problems, which resulted
in improved SC performance.
Another example very close to the spirit of Sim-
Company is Disney’s game Hot Shot Business
(Everett, 2003), a simulation game designed to teach
basic business concepts and encourage entrepreneur-
ship. The authors emphasized the importance of play
testing, with tight cycles of design-and-evaluate ses-
sions, which were crucial to the game’s success and
to the development process itself.
It is also well known that one appealing way to
motivate children to learn using technology is to
apply games, which are well known, exploiting the
power of popular TV shows. With the goal of mini-
mizing the amount of effort and requirements to set
up a situated learning environment, Lin (2007) inte-
grated scenarios of the popular video game Pokemon
in classroom education of 2nd grade math concepts.
Observations showed that, in such arrangement, they
could engage some students into the scenarios where
math is applied. Since most children inevitably
spend much time playing digital games, it is argued
that digital game-based learning is one way to in-
volve kids to do the right things with computer (Lin,
2007). Lee et al. (2004) performed a study to inves-
tigate whether educational video games could be
integrated into a classroom with positive effects for
the teacher and students. They conducted the study
with 39 2nd grade students using their mathematic
drill software “Skills Arena” (Lee et al., 2004). Early
data from the study suggested that not only do
teachers and students enjoy using “Skills Arena”,
students even exceeded expectations by doing three
times more math problems in 19 days than they
would have using traditional worksheets. Regardless
of the popularity that games exhibit when it comes
to teaching children, there is a lack of research to-
wards design approaches that can prove useful when
conceiving and designing such games.
2.2 Conceptualizing the Educational
Game Experience
Papert (1996) refers that “learning is more effective
when the apprentice voluntarily engages in the proc-
ess” (Papert, 1996, p. 43). The best learning experi-
ences are the ones that “motivate and are pleasur-
able” (p. 43). Motivating the learners is therefore a
crucial factor to increase the possibility of action and
discovery, which in turn increases the capacity of
what some researchers call learning to learn.
In this sense, the novel constructionist-learning
paradigm aims to adapt and prepare tomorrow’s
schools to the constant challenges faced by a society,
which is currently embracing and accelerating pace
of profound changes.
The contact kids have with computers today is a
fascinating experience, as anyone can easily attest
by simply speaking to any of those children, ques-
tioning them about their computer usage experi-
ences. The computer represents the possibility of
ICEIS 2010 - 12th International Conference on Enterprise Information Systems
232
occupying their time with activities that allow them
to learn about many issues. But it’s also an explora-
tion and play space where children can challenge the
logic, feeling they possess magical powers, and
where they feel that the decisions they take have an
effective immediate impact over the actions, thus
determining the flow of events.
Vygotsky’s (1978) social cognition learning
model asserts that culture is the prime determinant
of individual development. Humans are the only
species to have created culture, and every human
child develops in the context of a culture. Therefore,
a child’s learning development is affected in ways
large and small by the culture–including the culture
of family environment – in which he or she is en-
meshed.
In this context, the creation of collaborative
learning groups, which bring together children with
different learning levels, can prove useful. Currently,
public schools have ever-larger numbers of students
per classroom, with more diverse backgrounds. This
poses some difficulty to attending every student’s
individual needs. One possible solution lies in meth-
ods employed by the students themselves, i.e. stu-
dents learn and teach each other, collaboratively.
This kind of learning, called peer-mediated instruc-
tion (Campbell et al., 1991), is an alternative class-
room arrangement in which students take an instruc-
tional role with classmates or other students. Many
approaches have been developed in which students
work in pairs or small cooperative learning groups.
To be most effective, students must be taught roles
in the instructional episode; to be systematic, elicit
responses, and provide feedback. Research supports
the use of these approaches as alternative practice
activities, however, does not condone the use of
peers for providing instruction in “new” instruc-
tional content.
Gardner (1983) centred his investigations on
multiple intelligences and the implication they have
on educational practices. Garner suggested the IQ-
tests notion of intelligence is too limited and pro-
posed eight different kinds of intelligence (Gardner,
1983). The important issue, according to Gardner, is
not the number of different intelligences we have,
but the actual development of all of them, according
to our skills. Despite being anatomically separated
from each other, Gardner declares the several intel-
ligences rarely work independently. They are com-
petitors but complement each other. We all possess
the same intelligences but not in the same way or
same proportions (Gardner, 1983).
Scholar learning requires the student to deeply
understand the subjects. Gardner advocates one of
the best ways to accomplish this deep understanding
is to approach the same subject through different
entry points (music, language, spatial, etc.). There-
fore, we should use an approach that covers not only
the specific field of the subject at matter, but also
other fields. This multidisciplinary approach Gard-
ner recommends to schools is a better way to trans-
fer knowledge.
If the child doesn’t understand through the intel-
ligence we elected to inform her, then the teacher
can consider there are other different intelligences to
explore. Based on this approach, our research that
employs augmented reality and a physical user inter-
face, allows a deeper understanding of the learning
experience, using one of those multiple entry points.
3 DESIGNING SimCompany
There are several user-centred design approaches to
designing interactive systems, such as the ones de-
scribed in, e.g. (Dix et al., 2004). When it comes to
game design, however, we verify that the process is
largely driven by actual practice. Academic re-
searchers have mainly focused on the theoretical
issues regarding the game design process, and the
practitioners’ concerns are very different from the
researchers’. Therefore, there is a tendency to work
in isolation.
While many performance arts such as screen-
writing, acting, filmmaking and cinematography
have produced theories to explain and direct creative
processes, game design is still in its relative begin-
ning and there aren’t yet many theories about its
process.
During the design of the game SimCompany, we
followed an approach inspired by the best practices
in user-centred design, but along the specific lines of
human-work interaction design (Clemmensen et al.,
2005). This lead to a novel multidisciplinary ap-
proach we found particularly useful when designing
business management games.
The main actors involved in such an approach are:
Interaction and visual designers;
• Computer programmers;
• Human-Computer Interaction researchers;
• Business Managers;
Entrepreneurship academic researchers;
• Children (the end-users).
AN ONLINE GAME FOR TEACHING BUSINESS MANAGEMENT CONCEPTS
233
Figure 1: Overall look of the game “SimCompany” at its first level.
However, simply joining these different-
background, different-age actors into a single meet-
ings room is obviously not enough to guarantee that
a successful game is created. What we propose is a
multi-disciplinary approach that focuses the game’s
design and implementation on the actual learning
goals that are desired. By centring the whole game
project on the actual work performed by real busi-
ness managers, the gaming experience will become
particularly educational, since players will be faced
with game decisions very close to the core of a busi-
ness manager’s everyday tasks and decisions.
3.1 Design Approach
The approach we followed was based on analyzing
the work that managers do when conducting their
business and from that point we established a crea-
tive game script aimed at engaging children but also
making them learn the day-to-day real work of a
businessman. The approach followed for each of the
game’s levels was divided into three stages: (i) cog-
nitive analysis, (ii) definition of learning objectives
and (iii) translation into a game script.
Stage (i) was directly concerned with outlining
the kind of decisions that are made by business man-
agers and entrepreneurs, when leading their opera-
tions. Stage (ii) focused on the learning objectives,
which were derived after consulting with different
business managing experts in the field and also ac-
cording to some interviews with business leaders
and general research literature on the subject. The
final stage, translation into a game script, was fo-
cused on writing a compelling script that children
would enjoy. At the same time, the script would
need to meet the learning objectives stated during
stage (ii). The final game script document served as
a game design document and formed the basis for
the user interface design of the game.
3.2 SimCompany, the Game
“SimCompany” is a fun game designed to instil in
children (9-14 years old) the entrepreneurship spirit.
As the young player progresses in the game, the ba-
sic concepts of consumer behaviour, marketing and
strategic management are described, illustrated and
reinforced in a fun, easy and engaging way.
The goal of the game is to reach the last level
and complete it with the greatest amount of points
accumulated and before time expires. As an exam-
ple, we provide a brief description of three levels of
this game, taken from the game’s script, which was
outlined through a human-work design approach.
Some of the game’s levels are described in the fol-
lowing paragraphs.
Level 1: Getting to know the Consumer. At the
first level, the young player will be faced with a roll
of different people (consumers). Based on the de-
scription of these characters (age, sex, social class,
profession, interests, etc.), the player will have to
associate the various products that appear onscreen
(e.g. skateboards, neckties, candies, etc.) to the most
likely consumer. Figure 1 illustrates this level’s user
interface.
The learning objective is to show the player that
there are various factors (demographic, geographic,
personal tastes, lifestyle, etc.) that determine the
choices of consumption, the ways that each person
chooses to spend time and money and that should be
taken into account when attempting to open the right
ICEIS 2010 - 12th International Conference on Enterprise Information Systems
234
business. To move to the next level, the player must
accumulate a minimum number of points directly
related to the number of correct associations made
between consumer-product.
Level 3: Knowing the Consumer – Part 3. At level
3, the consumer’s needs change and the player must
figure out the best way to deal with these changes.
He will have to define the product’s characteristics
that meet the consumer’s needs and set prices. Ad-
vice will be given to the player so that he can change
the course of business in light of new information…
Depending on the decisions the player makes, he
will be able to gather a number of points which may
or may not ensure his transition to the next level.
The learning objective, once again, is to demon-
strate that the knowledge of the consumer is essen-
tial to anticipate and respond to changes in its
needs/expectations. One must always be alert!
Level 9: Competition. At this level, the competition
increases… New organizations start to emerge,
which are direct competitors… To worsen the situa-
tion there is also an increase on the number of sub-
stitute products. The player must be able to identify
situations where the threat of substitutes and rivalry
in the industry increases and choose the scenario
where his/her organization will have better chances
to survive. The learning objective is to demonstrate
the importance of being aware of the threats of direct
competitors and substitute products for the survival
of the business.
Level 10: Let’s make a Trip! The Big Finale! The
business has been a success and now the player has
the opportunity to diversify it in geographic terms.
But, how? Several scenarios and advice will be
given and the player must use his incredible man-
agement abilities to internationalize his business in
the best possible manner... It will be a difficult task
but we know that he will make it...trying is all that
matters!
The learning objective of this level is to show
children, in very simple and captivating way, the
most basic concepts of internationalization of a
business.
In conclusion, the game SimCompany was co-
designed by a team composed of programmers,
game de-signers, scriptwriters, business managers
and teachers, as well as HCI and Entrepreneurship
researchers. The final product is a set of levels each
with its own learning goals, and therefore with its
own game variables (points, money spent, etc.). By
putting the player in the central role of a business
manager, the game succeeds at conveying the learn-
ing issues in a “do-it yourself” manner.
4 EVALUATION
The evaluation of this game has been initially con-
ducted with two classes (children aged 9-11) at a
local school. Overall there were 28 females and 21
males. In both classes, participants were randomly
divided into two groups of equal dimension: a con-
trol group, composed of students who took a lesson
on managing a business using traditional methods –
blackboard, books and the lecture itself – and the
experimental group, composed of students who
played “SimCompany”. Each class was divided into
three phases: a pretest phase, when students an-
swered a random set of questions about the subject
being taught (management) without being taught
anything about it. Then came the learning phase it-
self. It consisted of a traditional lesson in the control
group and a “SimCompany” playing session, in the
experimental group.
At the end of the class, students performed a
similar posttest, so that we could quantify their aver-
age degree of learning obtained by each of the
groups. One way to measure the degree of learning
(how much the students knowledge improved) ob-
tained through a particular mode of education is
quantified by the <g> score (Mayo, 2007), which is
calculated the following way:
<g> = (posttest% - pretest%) / (100% - pre-
test%)
where posttest% is the percentage of correct an-
swers in the posttest and pretest% is the percentage
of correct answers in the pretest. The procedure for
the control groups was similar, except that the
teacher was asked to give the class about the exact
same subject but using traditional methods like the
white-board.
Table 1 shows the evolution from pre-tests to
post-tests for each of these groups of students. The
results refer to the pre and post-test percentage of
correct answers; the right-most column shows the
<g> value.
Table 1: Evolution of the students’ degree of learning <g>.
Pre-Tes
t
Pos
t
-Tes
t
<g>
Control
59.1 70.3 27%
Experimental
57.2 77.4 47%
AN ONLINE GAME FOR TEACHING BUSINESS MANAGEMENT CONCEPTS
235
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.
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