2015
DOI: 10.1080/09639284.2015.1072728
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Experiential Learning – A Case Study of the Use of Computerised Stock Market Trading Simulation in Finance Education

Abstract: Abstract:Finance is an increasingly popular choice of Higher Education programmes; however, students can find the subject challenging to learn as it involves understanding complex, abstract, mathematical models and applying academic theories learned in the classroom to the real world environment. Educational simulation is an active learning method found to be useful in enhancing students' learning experience. Although the numbers of finance students are increasing, there is limited pedagogic research attention… Show more

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Cited by 37 publications
(26 citation statements)
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“…Existing studies provide support for the influence of digital games on cognitive engagement, through achieving a greater understanding of course content and demonstrating higher-order thinking skills (Beckem & Watkins, 2012;Farley, 2013;Ke, Xie, & Xie, 2016;Marriott, Tan, & Marriott, 2015), particularly when compared to traditional instructional methods, such as giving lectures or assigning textbook readings (Lu, Hallinger, & Showanasai, 2014;Siddique, Ling, Roberson, Xu, & Geng, 2013;Zimmermann, 2013). For example, in a study comparing courses that offered computer simulations of business challenges (e.g, implementing a new information technology system, managing a startup company, and managing a brand of medicine in a simulated market environment) and courses that did not, students in simulation-based courses reported higher levels of actiondirected learning (i.e., connecting theory to practice in a business context) than students in traditional, non-simulation-based courses (Lu et al, 2014).…”
Section: Digital Gamesmentioning
confidence: 99%
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“…Existing studies provide support for the influence of digital games on cognitive engagement, through achieving a greater understanding of course content and demonstrating higher-order thinking skills (Beckem & Watkins, 2012;Farley, 2013;Ke, Xie, & Xie, 2016;Marriott, Tan, & Marriott, 2015), particularly when compared to traditional instructional methods, such as giving lectures or assigning textbook readings (Lu, Hallinger, & Showanasai, 2014;Siddique, Ling, Roberson, Xu, & Geng, 2013;Zimmermann, 2013). For example, in a study comparing courses that offered computer simulations of business challenges (e.g, implementing a new information technology system, managing a startup company, and managing a brand of medicine in a simulated market environment) and courses that did not, students in simulation-based courses reported higher levels of actiondirected learning (i.e., connecting theory to practice in a business context) than students in traditional, non-simulation-based courses (Lu et al, 2014).…”
Section: Digital Gamesmentioning
confidence: 99%
“…There were several key differences in the design and pedagogical use between digital games and other technologies that may explain these findings. First, digital games were designed to provide authentic learning contexts in which students could practice skills and apply learning (Beckem & Watkins, 2012;Farley, 2013;Grimley et al, 2012;Ke et al, 2016;Liu et al, 2011;Lu et al, 2014;Marriott et al, 2015;Siddique et al, 2013), which is consistent with experiential learning and adult learning theories. Experiential learning theory suggests that learning occurs through interaction with one's environment (Kolb, 2014) while adult learning theory suggests that adult learners want to be actively involved in the learning process and be able apply learning to real life situations and problems (Cercone, 2008).…”
Section: Summary Of Findingsmentioning
confidence: 99%
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