Integration of EcoSim Adam Simulation Game into College Microeconomics Class to Increase Student Engagement

Arūnas Liuiza

Problem

Understanding of basic economic principles is increasingly important in modern labor market.

  • More than 11% of all occupied people in Lithuania were self employed in 2016 [1].

 

It is difficult to motivate and engage college students in basic Microeconomics classes.

  • Microeconomics courses are general, not specialization subject.
  • Y Generation / Z generation students do not like to learn via traditional methods - lectures, research papers, etc [2].

Approach

  • Simulation games have been successfully used to increase student engagement, both abroad and in Lithuania [3].
     
  • It is an active, technology-based teaching method, that is attractive to Y Generation / Z Generation students. [4].
     
  • It can be integrated into existing curriculum without major disruption.

EcoSim Adam

  • An online, computer-based business simulation game, developed in Lithuania by a team lead by A. Liuiza.
     
  • Specifically designed to have good balance of educational value and entertainment.
     
  • Good fit to illustrate basic Microeconomics concepts [5].

Pilot Project

  • Introducing EcoSim Adam into Business Economics subject of Multimedia Technology study program at Kaunas University of Applied Sciences.
     
  • Survey of students' attitude towards the subject, simulation games and general understanding of microeconomics concepts.
     
  • Interview with teacher of the subject.
     
  • Survey of students of similar subject in another study program as a control.

Intended Results

  • A methodology of integrating EcoSim Adam into introductory Economics courses.
     
  • A better understanding if and how business simulation games can be used to increase student engagement.

References

1. Oficialiosios statistikos portalas. (n.d.). Retrieved November 14, 2017, from https://osp.stat.gov.lt/informaciniai-pranesimai?articleId=5101528
 

2. Hills, C. M., Levett-Jones, T., Lapkin, S., & Warren-Forward, H. (2017). Generation Y Health Professional Students’ Preferred Teaching and Learning Approaches: A Systematic Review. The Open Journal of Occupational Therapy, 5(1), 12.

 

References

3. Bagdonas, E., Patašienė, I., Patašius, M., & Skvernys, V. (2010). Use of simulation and gaming to enhance entrepreneurship. Elektronika ir Elektrotechnika, 102(6), 155-158.

4. Liuiza, A., & Ignatavičius, J. (2012). Application of Simulation Teaching Methods. EcoSim case. Innovations In Publishing, Printing And Multimedia Technologies,68-74.

 

5. EcoSim.lt. (n.d.). Retrieved November 14, 2017, from http://ecosim.lt