TY - JOUR
T1 - Learner satisfaction in marketing simulation games: antecedents and Influencers
AU - Caruana, Albert
AU - La Rocca, Antonella
AU - Snehota, Ivan
PY - 2016
Y1 - 2016
N2 - Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited.
The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent.
Drawing on a survey among 173 students engaged in a simulation game as part of a course in a 2-year business graduate
program, we employ “expectation–confirmation theory” and the “unified theory of acceptance and use of technology” to
develop a model to investigate the relation between Learner Satisfaction and Performance Expectancy and Effort Expectancy
with a marketing simulation game. In addition, we examine the influence of Age, Gender, Course Type, Course Stage, and
Recalled Performance. We report that Performance Expectancy and Effort Expectancy drive Learner Satisfaction. We also
find Recalled Performance of students to be related to Learner Satisfaction. We discuss the implications of our results for the
use of marketing simulation games in business programs in relation to experiential learning theory linking Learner Satisfaction
to learning outcomes. In light of our results, instructors can affect the learning experience from simulation games by acting
on Performance Expectancy and Effort Expectancy as antecedents of Learner Satisfaction.
AB - Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited.
The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent.
Drawing on a survey among 173 students engaged in a simulation game as part of a course in a 2-year business graduate
program, we employ “expectation–confirmation theory” and the “unified theory of acceptance and use of technology” to
develop a model to investigate the relation between Learner Satisfaction and Performance Expectancy and Effort Expectancy
with a marketing simulation game. In addition, we examine the influence of Age, Gender, Course Type, Course Stage, and
Recalled Performance. We report that Performance Expectancy and Effort Expectancy drive Learner Satisfaction. We also
find Recalled Performance of students to be related to Learner Satisfaction. We discuss the implications of our results for the
use of marketing simulation games in business programs in relation to experiential learning theory linking Learner Satisfaction
to learning outcomes. In light of our results, instructors can affect the learning experience from simulation games by acting
on Performance Expectancy and Effort Expectancy as antecedents of Learner Satisfaction.
KW - simulation, game, satisfaction, marketing, learning, education
KW - simulation, game, satisfaction, marketing, learning, education
UR - http://hdl.handle.net/10807/178451
U2 - 10.1177/0273475316652442
DO - 10.1177/0273475316652442
M3 - Article
SN - 0273-4753
SP - 107
EP - 118
JO - Journal of Marketing Education
JF - Journal of Marketing Education
ER -