Enhancing Student Learning in Tertiary Education Through
Simulation
Nang Laik Ma
1
, Ivy Sook May Chia
1
and Murphy Junyu Choy
2
1
Singapore University of Social Sciences, Singapore
2
Singapore Management University, Singapore
Keywords: Simulation, Students’ Learning Activities, Experiential Learning, Learning Analytics, Predict Students’ Score.
Abstract: Simulation-based learning has emerged as a transformative approach to enhancing student learning in tertiary
education, bridging the gap between theoretical knowledge and practical application. Our university has
employed simulation-based learning in an undergraduate course for nearly a decade, training thousands of
students to foster active engagement, critical thinking, and problem-solving skills. The pivot of this approach
is a virtual business simulation where students, organized in teams of five, manage a comprehensive business
over a twelve-week semester. The simulation has multiple departments ranging from forecasting, finance,
operations, transportation, and logistics to give our freshers a holistic overview of how to run a business and
the interdependency and connection between departments. Student activities are continuously tracked during
the simulation. As instructors, we can download the learner activities after the simulation game. It enables us
to develop a predictive model with 90% accuracy in forecasting the students’ final scores. This model supports
timely, pre-emptive interventions to identify students who might need additional assistance and help them
increase their active participation. At the end of the course, each team will give a fifteen-minute presentation
to showcase their simulation results, strategic thinking, and data analysis skills using simulation-generated
data. This paper provides valuable insights into best practices and future directions for leveraging simulations
in tertiary education. It emphasizes the role of simulations in tertiary education, which fosters teamwork,
critical thinking, and real-world business acumen. In addition, the simulation also effectively prepares
students for professional success in a dynamic and competitive landscape.
1 INTRODUCTION
Our business school welcomes students from diverse
academic backgrounds, including those from local
polytechnics and G.C.E. “A” level programs. While
this diversity enriches the educational atmosphere, it
also presents a challenge, as many students begin with
limited knowledge of business concepts. We
incorporated a cloud-based business simulation into
one of our foundational courses to bridge this gap and
provide a comprehensive foundation for the business
program.
The course integrates business modeling with
simulation. The objectives of this simulation are
threefold. Firstly, it enables students to grasp a broad
spectrum of business concepts, explore the
dependency and interconnectivity among various
business functions and departments, and understand
how to operate a business through hands-on
experiential learning. The course emphasizes
problem-solving and self-directed learning,
equipping students with business modeling,
analytical skills, and a resilient mindset to thrive in
complex, real-world scenarios.
Since early 2015, we have integrated
MonsoonSIM, an innovative and unique pedagogical
experiential learning platform, into our business
curriculum. The platform immerses students in the
complexities of managing a business, covering more
than ten interconnected departments, such as retail,
wholesale, e-commerce, production, finance, HR, and
others. The students learn complex business
operations and the fundamentals through an
interactive and highly competitive game setting.
Since there are more than ten departments with a
maximum of five students in a team, each student
needs to take charge of more than one department.
Good communication skills and collaborative efforts
are the byproduct of a successful simulation game.
Additionally, the first simulation games act as an ice-
Ma, N. L., Chia, I. S. M. and Choy, M. J.
Enhancing Student Learning in Tertiar y Education Through Simulation.
DOI: 10.5220/0013278300003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 705-712
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
705
breaker among the team members to get to know each
other by having the same common goal of running a
company successfully. Over the years, students have
consistently given us feedback on the positive impact
of the simulation game as an invaluable tool,
enhancing their learning and ability to explore the
multifaceted business world.
The contribution of this paper is twofold. First, we
aim to share our experience designing and
implementing a course incorporating simulation-
based learning into our business program curriculum.
We include a detailed overview of the pedagogical
framework, the integration of MonsoonSIM as the
simulation tool, and the assessment methodology
developed to evaluate student performance
effectively. The second objective of this paper is to
create a predictive model to forecast the students'
final score by leveraging the learner activities during
the simulation game in the first week. This model is
an early detector to identify at-risk students with low
engagement and participation, enabling timely
intervention to support their academic journey. With
the advancement of technology, students today are
leaving enormous amounts of digital traces online,
such as login details, online learning platforms, and
social media websites. By monitoring student
performance through data-driven insights, we aim to
optimize learning outcomes, foster personalized
learning approaches, and improve overall academic
success.
2 LITERATURE REVIEW
Granlund et al. (2000) designed a web-based
simulation for learning. Using the C3Fire simulation,
the authors highlighted how the four stages of the
experiential learning cycle (concrete experience,
reflective observation, abstract conceptualization,
and active experimentation) helped students develop
evaluation skills in a group educational setting. Desai
et al. (2018) tested the efficacy of Project-Based
Learning (PBL), an experiential learning approach,
by comparing students' academic performance in two
colleges. One group used PBL to solve real-world
problems, while the other followed traditional
lecture-based methods. The results of T-tests revealed
a significant improvement in students' performance in
Semester End Exams (SEE) and placements in the
PBL group. It showed that experiential learning
benefits students in the light of creativity and
innovation, and problem-solving skills are needed for
excellent academic performance.
Several studies have leveraged learning
management system (LMS) data in educational data
analytics to improve student achievement. Aldowah,
Al-Samarraie, Wan Mohamad (2019), and Chiappe
and Rodriguez (2017) have utilized LMS data to
identify patterns that can inform interventions to
improve student performance.
Ma and Chia (2020) developed a learning
analytics course centered around PBL, focusing on
solving real-world problems. The course received
positive student feedback, and a follow-up study by
Ma and Chia (2023) demonstrated how predictive
models—such as decision trees, regression, and
neural networks—could be used to predict student's
cumulative grade point averages (CGPA) based on
course performance. The regression model yields the
lowest mean absolute error (MAE), suggesting its
effectiveness in predicting the students' CGPA.
Based on the literature review, a notable gap
emerges in using simulation-based learning to predict
students' academic performance. Several authors
have demonstrated the positive outcomes of
simulation as it enhances students' engagement and
improves their problem-solving ability. However,
few have explored using the data generated through
simulation activities to predict students' academic
performance.
In the subsequent sections of this paper, we
explore pedagogical frameworks designed to
integrate simulations into our course successfully. We
outline how simulations can be integrated and
structured to support experiential learning and data
collection for predictive analysis. In section four, we
focus on how the learner activities, such as student
interactions within the simulation game, can serve as
meaningful data points to predict students' final
scores. We explained the development of regression
models and shared some actionable insights.
3 PEDAGOGICAL
FRAMEWORKS
In this section, we focus on the pedagogical
framework with the underlying teaching philosophy,
teaching methods, and assessment methods to ensure
the proper delivery of the course. We focus on the
student's learning process, ensuring students have a
high engagement level with the course materials and
a comprehensive understanding of business
functions. At the beginning of the course,
simulation-based learning forms a core component,
with MonsoonSIM providing a cloud-based dynamic
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706
platform allowing students to play the game onsite or
remotely at their convenience. Students are excited
about playing the simulation game, where students
immerse themselves in interactive scenarios that
mimic real-world business operations. This hands-on
experience allows students to apply theoretical
knowledge to practical situations, enhancing their
action-planning and strategic thinking abilities.
This compulsory course for all undergraduate
business students aims to provide a comprehensive
understanding of core business functions and their
interrelationships within an organization. Through a
combination of experiential learning techniques—
such as business simulation games, industry-driven
case studies, and spreadsheet-based analysis—
students will develop critical skills in problem
identification, decision-making, and business
modeling.
3.1 Learning Objectives
The course is designed with six learning outcomes in
mind:
Formulate business problems using Spreadsheet
techniques
Apply data analysis skills for better decision-
making
Identify business strategies to deal with changes.
Provide students with a holistic understanding of
business operations and decision-making.
Encourage collaboration and teamwork through
group-based tasks.
Foster critical thinking and problem-solving
skills through simulation.
3.2 Experiential Learning Approach
The framework emphasizes experiential learning,
where students “learn by doing” in the MonsoonSIM
simulation game. At the outset of the course, each
lecturer will randomly assign all the students to a
team of at most five at the beginning of the first
seminar. Each team will manage a business selling
products at retail, e-commerce, and wholesale to be
financially substantial, with the highest revenues and
profit at the end of the game. In a regular class, about
40 students forming eight teams will compete and be
ranked based on some key financial indicators.
Students are encouraged to watch the video on how
to play the game before the lesson. During the
session, the instructor dedicates approximately one
hour to explaining the key functions of the virtual
business environment. The lecturer will also show a
demo of running the simulation game live, briefly
touching most of the functions. Before we started the
game, lecturers gave students fifteen minutes for
discussion. During the discussion, students identify
their tasks and job roles in the game based on their
prior knowledge of departments and experiences.
Most students felt lost as it differed from most of the
mobile phone games they had played. The setting for
the actual game lasts for an hour, at least 75 simulated
days, and each day will last about 45 seconds to
minutes. It is an extensive, competitive, and
interactive session where students actively manage a
virtual business entity, navigating and coordinating
the operations of various interdependent departments.
The departments in the simulations are B2B or
Wholesale, Customer Service, E-commerce, Finance
and Accounting, Human Resources, Logistics and
Warehouse, Maintenance, Marketing, MRP,
Forecasting and Planning, Procurement, Production,
and Retail.
During the simulation activities, detailed records
of learner activities are maintained, providing
valuable data for the authors to develop a predictive
model. The simulation generates extensive
transactional, operational, and financial data, which
students can analyze after the game, using their data
analysis and problem-solving skills. By interpreting
these data, students formulate new business strategies
to improve key performance indicators such as profit
and loss, production efficiency, and inventory
turnover ratios in the subsequent games.
Over the twelve-week semester, students engage
in multiple offsite simulation games, learning through
hands-on experience. Experiential learning allows
students to explore many business functions under
various scenarios and diverse business strategies.
Through iterative gameplay, they refine their
approaches, leveraging the insights gained from data
analysis to optimize outcomes. While students may
initially possess limited knowledge of business
operations, the experiential learning process enables
them to develop a deep understanding of the roles and
interdependencies of various business departments.
3.3 Self-Directed Learning Approach
More than 70% of our university's students are
working adults. Thus, their time at the university is
limited. They want more emphasis on autonomy and
independence. We upload all the teaching materials,
including the study guide and e-textbook, which are
available to all enrolled students six weeks before the
start of the course. Attendance is strongly
encouraged, but if the students cannot attend the class
physically due to overseas work travel or
Enhancing Student Learning in Tertiary Education Through Simulation
707
commitment, there will be a means for them to
continue learning. We provide a video recording of
each semester, and students can self-learn by
referring to these resources at their own pace and in
their flexible time. We design pre-class quizzes to
encourage students to self-learn and complete them
online before class to promote knowledge acquisition.
With the new technological advancement in learning
management systems (LMS), we encourage students
to develop self-directed learning and lifelong learning
habits.
3.4 Assessment Methods Overview
Our assessment method comprises several
components designed to comprehensively evaluate
students' understanding and application of course
material. Here is the breakdown of each assessment
component and its weight in the overall grade:
i. Pre-Class Quizzes (20%)
We administer four pre-class quizzes to actively
motivate students to study the material before
each lesson to evaluate their foundational
understanding of essential concepts. Pre-class
quizzes are part of the self-directed learning
approach and equip students with meaningful
participation in the upcoming class discussion.
The pre-class quizzes are multiple choice
questions (MCQ) and have twenty questions for
each. Students can complete it within a week
before the deadline. These quizzes account for
20% of the overall grade, which is critical in
promoting proactive and consistent learning.
ii. Individual Assignment on Business
Modeling (30%)
A substantial assessment component focuses on
an individual assignment involving business
modeling using spreadsheet tools. This
assignment also includes a reflective question
based on the outcomes of a simulation game.
Typically, students excel in this assignment,
demonstrating strong performance on this task
and underscoring the importance of the learning
process. This assignment contributed 30% of
their overall grade. The assignment paper is
published online at the start of the course, giving
students four weeks to complete it
independently. This extra timeline promotes
comprehensive research and a thorough
understanding of the course material.
iii. Simulation Games and Final
Presentation (20%)
Students actively engage in multiple simulation
game sessions throughout the course to improve
their scores and ranking. Students' performance
in the simulation is assessed through a
comprehensive scoring matrix, which calculates
a weighted average of multiple key performance
metrics. The scoring matrix includes crucial
financial indicators such as profit or loss, cash on
hand, the customer satisfaction index from B2B
and e-commerce, and the staff turnover ratio.
These factors play a significant role in evaluating
overall performance, reflecting the various
aspects of a business's success. Instructors can
select from a diverse range of over 30
combinations of key performance indicators
(KPIs) tailored to different learning objectives
and scenarios. This flexibility allows educators
to create a customized assessment framework
that aligns with the course goals and the specific
skills they wish to evaluate. We finalized the
scoring matrix at the beginning of the course. We
shared it with the students at the first game,
ensuring it was firmly established and consistent
throughout all simulation games. Consistency is
essential for accurately measuring and
comparing students' performance across
different rounds, as it helps to eliminate
variability that could arise from changing
evaluation criteria. By maintaining a stable
scoring matrix, we can provide students with
precise and reliable performance feedback,
enhancing their learning experience and helping
them improve their business acumen.
In week twelve, these game sessions culminate in
a group presentation where students articulate
their findings and strategic approaches
developed during the simulations. The
assessment of this presentation is guided by a
detailed rubric evaluating key dimensions,
including the quality of presentation delivery, the
rigor of strategic application within the
simulation, the depth and precision of data
analysis, and the significance of the learning
outcomes derived from the experience. The
activity constitutes 20% of the overall course
assessment, emphasizing its vital role in
developing collaborative learning, critical
thinking, effective communication, and
teamwork.
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iv. Final Examination (30%)
The course concludes with an open-book
examination to assess students' comprehensive
understanding of the course content. Students
can use the Internet, wifi, and laptops during the
two-hour exams, which feature two business-
focused questions. These questions require the
development of spreadsheet models to solve
complex, real-world problems, emphasizing the
practical application of course concepts. The
final examination accounts for 30% of the total
assessment, one of the highest weights for the
course assessment, similar to the assignment.
Even though we encourage collation, at least
80% of the course assessment is based on the
individual work effort. Setting the exam paper is
quite a challenge for the instructors. It is required
to meet at least 60% of the learning outcome and
to ensure students can integrate and apply
knowledge effectively in a structured, problem-
solving context.
Typically, students find it challenging to excel in
this final examination component. The difficulty
arises because the problems presented are often
unforeseen, requiring students to state their
assumptions, work with unknowns, employ critical
thinking, and adapt swiftly. Moreover, they face the
added pressure of completing the exam within a strict
two-hour time limit, which can exacerbate feelings of
anxiety and hinder their ability to perform at their
best. Even with the extensive online resources, such
as study guides, eTextbooks, educational websites,
and AI tools designed to assist with problem-solving,
many students still struggle to achieve satisfactory
results in this exam. This act of moderation enables
the educator to accurately assess students' ability to
apply their skills to real-world, unfamiliar problems,
genuinely reflecting their proficiency.
4 PREDICTIVE MODELING
WITH REGRESSION
When students engage in the simulation game, the
platform meticulously tracks their activities by
recording the number of transactions they perform
during gameplay. Data collection is essential for
analyzing how students interact with the game and
can provide insights into their learning processes.
After the first match, the instructors can download
all relevant data from the website, facilitating further
analysis and review. We want to build a predictive
model to use the data from the first week to predict
the students' final course scores. The predictive model
will help us identify students with low scores so we
can engage those at-risk students early to improve
their engagement and final academic achievement.
To maintain confidentiality and protect students'
identities, we have taken measures to mask
identifiable information and have assigned new
student IDs exclusively for this analysis. The new
student IDs are the primary key to the data analysis.
We collected nearly a hundred student records from
the most recent three semesters participating in the
simulation games. Table 1 shows the data structure of
the student data.
Table 1: Student data.
Description Data Field
Student ID Categorical
Learner activity count
(X1)
The number of activities
done by students in the
first game.
Pre-class quiz score (X2) First Quiz score (0 - 100)
Final score (Target: Y) Final score (0 - 100)
Table 2: Summary statistics of students’ data.
Learner
activity count
Pre-class
quiz score
Final
score
Mean 23.21 81.41 71.19
Standard
Error 1.94 1.64 0.85
Median 19. 85 72.13
Mode 20 90 75.10
Standard
Deviation 19.05 16.09 8.34
Minimum 0 0 45.1
Maximum 85 100 88.9
Next, we will explore the descriptive statistics of
the
input variables to gain insights into student
performance and engagement, as shown in Table 2.
The activity count recorded during the simulation
game is 23.2, with a standard deviation of 19. The
significant standard deviation indicates considerable
variability in students' activity levels, suggesting that
some students were highly engaged while others had
limited interaction with the game. The activity counts
range from a minimum of zero to a maximum of 85,
highlighting the diverse engagement experiences
among participants. As educators, we can identify
students whose learner activity count is less than ten
for a consultation session. Based on the author's
experience, students who are inactive in the game are
Enhancing Student Learning in Tertiary Education Through Simulation
709
struggling to keep up with the game's dynamics and
feel at a loss. They cannot contribute and continue the
game as other team members progress. They feel peer
pressure and cannot perform due to their lack of skills
and knowledge. Thus, setting up additional games to
practice with the Robot (BOT) before the next game
will help them gain more confidence and enhance
their contribution and participation in future games.
Regarding academic performance, the mean pre-
class quiz score is 81.4, which can be categorized as
relatively high, which indicates that students
generally entered the course with a good
understanding of the material since the course
materials are available to them six weeks before the
commencement of the course in the online learning
portal. The average final score for the course is 71.2,
with a mode of 75.1, suggesting that while many
students performed around this score, there was also
a spread in individual performances. The standard
deviation for the final scores is 8.34, reflecting some
variation in how students perform in the course.
Next, the authors will develop the regression
predictive model to predict the student's final score
(Y) using two input variables: learners' activities in
the first simulation game (X1) and the first pre-class
quiz (X2). Regression is a statistical model that finds
the relationship between the independent variable Y
and one or more dependent or explanatory variables
X. The method assumes a linear relationship between
the dependent variables (X)'s and the independent
variable (Y). In this context:
Let i represent a student, where i = 1, 2, …, N.
Let 𝑌
denote the final score of student i.
Let 𝑋1
represent the learner activity count of student
i.
Let 𝑌
be the predicted final score of student i.
Model 1 is a regression model that predicts the final
score 𝑌
solely based on the learner activity count
(X1). Using the regression analysis, the linear
equation derived is:
𝑌
= 0.0177 X1 + 70.78 (1)
We can use equation (1) to compute the predicted
final score for any student. For example, if a student's
activity count (X1) is 60, the predicted score (𝑌
) can
be calculated as:
𝑌
= 0.0177 * 60 + 70.78 = 71.84 (2)
We compare the predicted score ( 𝑌
) to the actual
final score (Y) to evaluate the model. Suppose the
actual score (Y) for this student is 75. The absolute
percentage error (APE) is computed as:
APE =
|

|
* 100% =
|
 .
|

* 100% = 4% (3)
We use the Mean Absolute Percentage Error (MAPE)
to measure the overall accuracy of the model, which
is calculated for all students:
MAPE =




* 100% (4)
This metric summarizes the model's predictive
accuracy as a percentage error. Using the formula for
absolute percentage error, we can calculate the error
for each student and then determine the average
absolute percentage error to evaluate the model's
accuracy. Model 1 achieves a Mean Absolute
Percentage Error (MAPE) of 8.47%, indicating that
students' activity counts can reasonably predict their
final scores. However, the model has a significant
limitation.
The activity count (X1) ranges from 0 to 85, and
based on the regression equation, 𝑌
= 0.0177 X1 +
70.78, the minimum predicted score for students with
no recorded activity (X1 = 0) is 70.78, corresponding
to the y-intercept. The prediction is problematic
because it assumes that students with no activity will
score at least 70.78. Historical data shows that
approximately 30% of students score below 70,
contradicting this assumption. Additional
explanatory variables must be incorporated to address
this issue and improve the model's accuracy. These
variables could capture other aspects of student
behavior, engagement, or external factors influencing
performance. By incorporating more predictors, we
aim to develop a more comprehensive model that
aligns better with the observed distribution of scores
and accounts for students scoring below the current
minimum prediction.
To address Model 1's limitations and expand its
predictive capability, we introduce an additional
variable: the score from the pre-class quiz conducted
during the first lesson. The first quiz is administered
alongside simulation games in the same week,
offering an early indicator of students' understanding
and engagement with the course content. We intend
to incorporate the pre-class quiz score into model 1
and aim to provide a more accurate prediction of final
scores. If this variable proves to be a significant
predictor, it will allow us to identify students at risk
who are underperforming early in the course.
CSEDU 2025 - 17th International Conference on Computer Supported Education
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Let 𝑤
,𝑤
, represent the weights assigned to learner
activity count and pre-class quiz score.
Let 𝑊
be the weighted score of student i.
Let 𝑋1
represent the learner activity count of student
i.
Let 𝑋2
represent the pre-class quiz score of student
i.
Let 𝑌
represent the predicted final score of student i.
Model 2 uses the weighted score derived from the
learner activity and pre-class quiz. In this model, 𝑌
represents the predicted final score based on the
combined contributions of X1 and X2, weighted by
the coefficients 𝑤
and 𝑤
.
We initially assign equal weightage to the learner
activity count and the pre-class quiz score, each
contributing 50% to the weighted score. The score for
each student i is calculated as follows:
𝑊
=𝑤
∗ 𝑋1
+ 𝑤
∗𝑋2
(5)
where 𝑤
=0.5 and 𝑤
=0.5.
The general regression line to predict the student's
score is: 𝑌
= intercept + (slope * weighted score ).
Using regression analysis, we derive the linear
equation:
𝑌
= 59.33 + 0.2267 W (6)
Using the above formula, we compute the absolute
percentage error for each student and calculate the
average to obtain the Mean Absolute Percentage
Error (MAPE) given in equation (4).
Model 2 achieves a MAPE of 7.96%, demonstrating
that combining the learner activity count and the pre-
class quiz score as predictors reduces the error
compared to using a single variable. This indicates
that the two variables provide a more accurate final
score prediction. Next, we aim to determine the
optimal weightage for the two components
( 𝑤
𝑎𝑛𝑑 𝑤
) that minimizes the MAPE. The
optimization is subject to the following constraint:
𝑤
+ 𝑤
=1 (7)
Equation (7) ensures that the total weight sum
equals 1. We can identify the weight distribution that
yields the lowest error by systematically adjusting
𝑤
and 𝑤
while recalculating the MAPE for each
combination. For example, 𝑤
could range from 0 to
1 in increments, with 𝑤
=1 𝑤
.
The weighted score 𝑊
and the corresponding
MAPE is computed for each pair. This optimization
process would allow us to assign the most balanced
and optimal weightage between the learner activity
count and the pre-class quiz score, improving the
model's predictive performance.
Using the Excel solver tool, we identify the
optimal weight distribution for the two predictors,
assigning 30% weight ( 𝑤
=0.3) to the learner
activity and 70% weight (𝑤
=0.7) to the pre-class
quiz. Figure 1 produces the minimum MAPE of
7.80%, demonstrating a better predictive model than
other weight combinations. This regression model is
suitable for predicting the students' final scores with
over 90% accuracy.
Figure 1: Varying weightage for the learner activity count
and MAPE.
In conclusion, applying the optimal weight
distribution to the predictive model offers educators a
valuable tool for identifying academically at-risk
students (those with predicted final scores of less than
60) who lack commitment to the course. Using this
early detection, the model allows educators to make
timely interventions, such as providing additional
coaching, mentoring, and tailored additional support
to help students strengthen their ability to learn and
cope with the difficulties they face.
The active approach improves their academic
performance and minimizes the likelihood of course
failure, reducing the risk of attrition in their first
semester. Ultimately, the predictive model serves as
a critical resource for fostering student success and
reducing long-term attrition rates at the university.
5 CONCLUSIONS
In this paper, the authors explore simulation tools in
a tertiary education business program, highlighting
7.93%
7.86%
7.80%
7.85%
7.96%
8.09%
8.22%
8.35%
8.43%
7.70%
7.80%
7.90%
8.00%
8.10%
8.20%
8.30%
8.40%
8.50%
0% 50% 100%
Varying weight w1 verse MAPE
Enhancing Student Learning in Tertiary Education Through Simulation
711
their effectiveness in enhancing student engagement
and promoting experiential learning. By developing a
core business module, the authors share their
pedagogical framework and assessment methods,
providing valuable insights for educators considering
similar course designs. The instructors also face
challenges, such as scheduling simulation games after
office hours and the dynamic nature of the gaming
environment, which sometimes leave students feeling
demotivated when strategies fail.
Incorporating predictive analytics into the
pedagogical framework further amplified its impact
by enabling early identification of at-risk students. By
leveraging data from simulation activities and pre-
class quizzes, predictive models accurately forecasted
student performance and facilitated timely
interventions. These actionable insights improved
academic outcomes and underscored the importance
of analytics-based decision-making in education.
Future research could explore a more profound
integration of simulations with other teaching
methodologies to maximize their impact. With these
advancements, simulation-based learning can evolve
as a transformative educational tool, preparing
students for success in an increasingly dynamic
professional landscape.
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