Perceptions and reflections about a non-digital game-based learning activity for economic theory

IF 4.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Learning and Instruction Pub Date : 2024-09-04 DOI:10.1016/j.learninstruc.2024.102007
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Abstract

Background

The mastery of economic theory in societies immersed in a globalised world requires the formation of reflective and socially engaged students prepared to guide today's economies. Game-based learning is a useful tool for learning economic theory due to the instruction of knowledge and skills training in an environment that simulates real-world situations.

Aims

This study established university students' perceptions of and reflections on non-digital learning activities based on long-term market games in the classroom.

Sample

Participants were 192 undergraduate students.

Methods

The Mercadito is a competitive classroom market game that invited students (household role) to lease their economic factors of production and, with their payment, consume the goods and services offered by other students (company role). A qualitative study was conducted (n = 27). Data were collected through focus groups and in-depth semi-structured interviews. The information was transcribed, coded, and analysed by the saturation of information principle.

Results

The students highlighted Mercadito as a dynamic and didactic learning activity that reflected the reality of the economy. Other reflections highlighted that (a) indebtedness allows access to consumption, while payment strategies are sought, (b) inequality is not only an economic issue, and (c) competition in the market must be ensured so that benefits are received by both households and companies.

Conclusions

Students perceived behaviours such as solidarity, honesty, and collaboration, and other opposites such as collusion, cheating, and unbridled ambition. Mercadito also showed potential as a laboratory for predicting socio-economic behaviours both in local economies and in countries with different economic systems.

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对基于非数字游戏的经济理论学习活动的看法和思考
背景在全球化社会中掌握经济理论,需要培养善于反思和参与社会活动的学生,为指导当今经济做好准备。方法 "Mercadito "是一种课堂市场竞争游戏,邀请学生(家庭角色)出租自己的经济生产要素,并用自己的报酬消费其他学生(公司角色)提供的商品和服务。我们开展了一项定性研究(n = 27)。通过焦点小组和深入的半结构化访谈收集数据。结果学生们强调,Mercadito 是一个反映经济现实的动态教学活动。其他反思强调:(a) 负债允许获得消费,同时寻求支付策略;(b) 不平等不仅是一个经济问题;(c) 必须确保市场竞争,以便家庭和公司都能从中获益。Mercadito还显示出作为一个实验室的潜力,可用于预测地方经济和不同经济体制国家的社会经济行为。
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来源期刊
CiteScore
11.30
自引率
4.80%
发文量
109
期刊介绍: As an international, multi-disciplinary, peer-refereed journal, Learning and Instruction provides a platform for the publication of the most advanced scientific research in the areas of learning, development, instruction and teaching. The journal welcomes original empirical investigations. The papers may represent a variety of theoretical perspectives and different methodological approaches. They may refer to any age level, from infants to adults and to a diversity of learning and instructional settings, from laboratory experiments to field studies. The major criteria in the review and the selection process concern the significance of the contribution to the area of learning and instruction, and the rigor of the study.
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