| Literature DB >> 35369249 |
Abstract
The ongoing pandemic has transformed communication modes globally. Especially in the case of higher education, where countermeasures against coronavirus disease 2019 (COVID-19) have affected students' learning experience. This study emphasized the case of business simulation games, where critical factors were underlined to define learners' intention to use an online learning environment through the lens of task technology fit (TTF) as a theoretical stance. This study considered the statistical analysis of 523 students who attended the business simulation module online at the tertiary level of education. Findings conclude that flow experience is the most critical factor to define learners' perceived TTF in the case of an online learning experience. However, the learners' self-efficacy is significant enough to map learners' intentions to use an online environment for learning. The study discussed several theoretical and practical implications for learners' educators and policymakers.Entities:
Keywords: business simulation games; flow experience; gamification; interactivity; online learning; online learning technology; self-efficacy; task-technology fit
Year: 2022 PMID: 35369249 PMCID: PMC8965651 DOI: 10.3389/fpsyg.2022.835328
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Adapted instrument with listed sources.
| Construct | Items | Source |
| Graphical attraction (GA) | (1). The business simulation environment’s graphics are eye-catching. |
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| Real-time interactivity (RI) | (1). The business simulation environment allows me to interact with it to receive information in a virtual business environment. |
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| Flow experience (FE) | (1). The interaction using a business simulation environment is interesting. |
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| Active control (AC) | (1). I feel I have a lot of control over my use of the business simulation environment. |
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| Task technology fit (TTF) | (1). The business simulation functions are sufficient in helping me to complete the business management course learning. |
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| Simulation games self-efficacy (in a scientific manner) (SGE) | (1). I am sure that I can learn in business in a simulation environment. |
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| Intentions to use business simulation game (IUG) | (1). I intend to use a business simulation environment. |
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Descriptive of the collected sample.
| Characteristic | Detail | Freq. | In Percentage |
| Gender | Male | 317 | 60.61 |
| Education | Diploma (course only) | 35 | 06.69 |
| Major (discipline) | Business Studies | 261 | 49.91 |
Freq. = Frequency.
Factor loadings and the Cronbach’s alpha values.
| Construct | Items | Loadings (CFA) | Loadings (Model) | Alpha |
| Real-time interactivity (RI) | RI1 | 0.980 | 0.980 | 0.974 |
| Simulation games self-efficacy (SGE) | SGE1 | 0.970 | 0.970 | 0.947 |
| Task-technology-fit (TTF) | TF1 | 0.980 | 0.980 | 0.979 |
| Graphical attraction (GA) | GA1 | 0.950 | 0.950 | 0.917 |
| Intentions to use business simulation game (IUG) | IUG1 | 0.940 | 0.940 | 0.933 |
| Flow eperience (FE) | FE1 | 0.960 | 0.960 | 0.941 |
| Active control (AC) | AC1 | 0.920 | 0.910 | 0.894 |
Alpha, Cronbach Alpha; CFA, Confirmatory Factor Analysis; Loadings, Factor Loadings.
Composite reliability, average variance extracted, and heterotrait-monotrait testing.
| CR | AVE | RI | SGE | TF | GA | IUG | FE | AC | |
| Real-time Interactivity (RI) | 0.974 | 0.903 |
| 0.495 | 0.400 | 0.235 | 0.359 | 0.473 | 0.394 |
| Simulation Games Self-Efficacy (SGE) | 0.948 | 0.822 |
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| 0.564 | 0.491 | 0.605 | 0.669 | 0.645 |
| Task-Technology-Fit (TTF) | 0.979 | 0.940 |
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| 0.340 | 0.457 | 0.474 | 0.442 |
| Graphical Attraction (GA) | 0.919 | 0.792 |
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| 0.440 | 0.420 | 0.437 |
| Intentions to Use Buss Sim Game (IUG) | 0.934 | 0.825 |
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| 0.531 | 0.585 |
| Flow Experience (FE) | 0.942 | 0.845 |
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| 0.530 |
| Active Control (AC) | 0.896 | 0.742 |
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Numbers in italics are hetro/mono trait results, underlined numbers are the square root of relative average variance extracted, and the numbers in bold are correlation scores. CR, Composite reliability; AVE, Average Variance Extracted.
Model fit indices.
| Measures | Threshold | Estimated | Model |
| CMIN | - | 566.071 | 760.163 |
| Df | - | 209 | 215 |
| CMIN/df | Less than 5.0 | 2.708 | 3.536 |
| CFI | Above 0.950 | 0.975 | 0.962 |
| GFI | Above 0.950 | 0.947 | 0.930 |
| TLI | Above 0.950 | 0.970 | 0.955 |
| NFI | Above 0.950 | 0.961 | 0.947 |
| RMSEA | Less than 0.080 | 0.057 | 0.070 |
CMIN, Chi-square; df, degree of freedom; CFI, comparative fit index; GFI, goodness of fit index; TLI, Tucker Lewis Index; NFI, Normed Fit Index; RMSEA, root mean square error of approximation.
FIGURE 1Pictorial view of the proposed model. ***p < 0.001, **p < 0.01, *p < 0.05.
FIGURE 2Interaction plot for the moderating effect of the perceived simulation games self-efficacy over the relationship between the perceived TTF and the intention to use BSG.