effects of participation in simulation game

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Effects of participation in a simulation game on students’ numeracy and financial skills Ross Brennan Lynn Vos thors gratefully acknowledge funding support from the Academy of Mar

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Page 1: Effects of Participation in Simulation Game

Effects of participation in a simulation game on students’ numeracy and financial skills

Ross BrennanLynn Vos

The authors gratefully acknowledge funding support from the Academy of Marketing

Page 2: Effects of Participation in Simulation Game

Overview

1. The essence of the argument2. Hypotheses3. The study4. Findings5. Limitations6. Questions & discussion

Page 3: Effects of Participation in Simulation Game

1. Essence of the argument

Are sims one route to improved math/financial skills?

Not “math class” Naturalistic setting

Simulation games provide engaging learning environmentPositive affect Numbers/money

Marketing educators unhappy with students’ math skillsEmployability Creative approaches

Page 4: Effects of Participation in Simulation Game

2. Hypotheses• Hypothesis 1: Marketing students’ scores in a standard test of

numeracy skills will rise following their participation in a simulation game that requires them to engage in numerical analysis.

• Hypothesis 2: Marketing students’ scores in a standard test of financial skills will rise following their participation in a simulation game that requires them to engage in financial analysis.

• Hypothesis 3: Marketing students’ self-efficacy in handling numerical and financial issues will improve following their participation in a simulation game that requires them to engage in numerical and financial analysis.

Page 5: Effects of Participation in Simulation Game

3. The studyPre- and post-test quasi-experimental design without control group

DemographicsSelf-efficacy (5 questions, 8 point scale)Numeracy (10 questions, right/wrong)

Financial (5 questions, right/wrong)

DemographicsSelf-efficacy (5 questions, 8 point scale)Numeracy (10 questions, right/wrong)

Financial (5 questions, right/wrong)

PRE-TEST (WEEK 2)

INTERVENTION(WEEKS 3-10)

POST-TEST (WEEK 11)

PLAY SIMBRAND (8 ROUNDS) WITH TUTORIAL SUPPORT

Page 6: Effects of Participation in Simulation Game

CESIM SIMBRAND: SCREENSHOT

Page 7: Effects of Participation in Simulation Game

CESIM SIMBRAND: SCREENSHOT

Page 8: Effects of Participation in Simulation Game

4. Findings

• 127 respondents pre-test• 88 respondents post-test• 76 fully paired-up responses used for analysis• Description of the 76

– 33male, 43 female– Characteristically mixed ethnic origin– 29 A levels; 22 UK vocational; 19 overseas qual.– Mean age 21.7 years

Page 9: Effects of Participation in Simulation Game

4. Findings

0 1 2 3 4 5 6 7 8 9 100

2

4

6

8

10

12

14

16

18

Figure 1: Score on Quantitative Questions Before & After

Quantitative score, beforeQuantitative score, after

Score

Freq

uenc

y

Page 10: Effects of Participation in Simulation Game

4. Findings

(N=76) Mean self-efficacy (out of 40)

Mean quantitative score (out of 10)

Mean financial score (out of 5)

Before 24.10 4.30 0.14After 22.51 7.17 0.78Difference -1.50 2.87 0.64t value 1.898 9.757 4.729Significance level

0.062 0.000 0.000

Table 2: Mean Scores Before and After Participation in the Simulation Game

Page 11: Effects of Participation in Simulation Game

5. Limitations

• Single institution, small sample• No control group used• Only short-term effects measured• Tutorial support provided – the game was a

learning environment, not the only pedagogic tool

Page 12: Effects of Participation in Simulation Game

6. Questions & discussion

Slides illustratingresearch instrumentavailable if desired

The authors gratefully acknowledge funding support from the Academy of Marketing

Page 13: Effects of Participation in Simulation Game

Self-efficacy

Please look at Table 1. This shows the sales report for a product called the CPC100 photocopier. Suppose you were asked to do the following calculations or tasks. Please indicate how confident you are that you would be able to do these things correctly. The confidence scale runs from (1) meaning “not confident at all” to (8) meaning “completely confident”. Tick the number that matches your own feeling of confidence for the task. 1 Calculate the share of marketing expenditure that was spent on market research in April

Not confident at all (1)

(2) (3) (4) (5) (6) (7) Completely confident

(8)

Page 14: Effects of Participation in Simulation Game

Numeracy (marketing math)

You recently joined a company that markets portable DVD players, as a Graduate Marketing Trainee. Today you attended a meeting where the Sales Director discussed the most recent sales figures. Read what the Sales Director said, and then answer the questions below: “Our sales forecast for last month was £235,000, but actual sales exceeded that figure by £26,000. Our recommended retail price is £90 per unit, but we have noticed quite a lot of price discounting. For example, the online retailer TVs Direct is selling our DVD player at a 20% discount on the recommended price. At the recommended price of £90 the retailer makes a gross profit margin of £30. Our market research company has suggested that we should increase the recommended retail price to £100, but I’m worried that would make us uncompetitive.”

Question Your answer For office use

1 At what price is TVs Direct selling the DVD player?

1 2

Page 15: Effects of Participation in Simulation Game

Basic accountingPlease answer the following questions based on Table 2. Question For office

use

1 Briefly explain how you would calculate the gross profit percentage for Charles Smith Menswear

1 2

Your answer

2 Briefly explain how you would calculate the average inventory (at cost) held by Charles Smith Menswear

1 2

Your answer