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Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices

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  • Ching-Yun Hsu

    (Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology, No. 123, Sec. 3, University Rd., Douliu 64002, Taiwan)

  • Ting-Ting Wu

    (Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology, No. 123, Sec. 3, University Rd., Douliu 64002, Taiwan)

Abstract

It is very important to adopt innovative digital technologies in educational systems to overcome the challenges in modern learning environments, especially in the post-COVID-19 era. The fourth Sustainable Development Goal (SDG) of the 2030 Agenda is supported by new educational trends that consider game-based learning as a pedagogical method in the classroom. Teaching sustainability management in higher education institutions with innovative digital tools plays a fundamental role in the transition toward sustainable societies. Suitable game design elements play a significant role in facilitating sustainable learning. This study explored the effectiveness of incorporating business simulation games with project-based learning (PBL) in a flipped classroom setting. This approach was adopted within the context of a university cross-border e-commerce course to prepare students for acquiring 21st-century skills such as higher-order thinking skills in a rapidly changing educational landscape. A quasi-experimental method was employed, involving a total of 60 university students from China’s Zhejiang Province. Participants completed an online questionnaire designed to assess their learning engagement across three dimensions (cognitive, emotional, and behavioral) as well as their higher-order thinking skills (problem-solving, critical thinking, and creativity). The results show that the business simulation games combined with flipped classroom learning had a significantly positive impact on students’ learning outcomes, enhancing their problem-solving, critical thinking, and creative capabilities. Importantly, this approach also improved student engagement and promoted sustainable practices by applying real-life scenarios in an interactive environment. We conclude that business simulation games integrated with project-based learning (PBL) in flipped classroom settings represent a valuable educational approach. This approach not only enhances learning engagement but also fosters the development of higher-order thinking skills, encouraging students to adopt sustainable learning practices.

Suggested Citation

  • Ching-Yun Hsu & Ting-Ting Wu, 2023. "Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices," Sustainability, MDPI, vol. 15(24), pages 1-18, December.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:24:p:16867-:d:1300656
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    References listed on IDEAS

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    1. Wu-Yuin Hwang & Tsu-Hsien Wu & Rustam Shadiev, 2023. "Applications of Reciprocal Teaching in Flipped Classroom to Facilitate High Level of Cognition for Sustainable Learning Practices," Sustainability, MDPI, vol. 15(7), pages 1-23, March.
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    Cited by:

    1. Brina Kurent & Stanislav Avsec, 2024. "Synergizing Systems Thinking and Technology-Enhanced Learning for Sustainable Education Using the Flow Theory Framework," Sustainability, MDPI, vol. 16(21), pages 1-42, October.
    2. Barbara Bradač Hojnik, 2024. "Integrating Playful Learning to Enhance Education for Sustainability: Case Study of a Business School in Slovenia," Sustainability, MDPI, vol. 16(22), pages 1-17, November.

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