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Evaluating the Impact of a Mobile Gaming System on the Collaborative Learning Process in a Hospitality Business Simulator
KTH, Skolan för kemi, bioteknologi och hälsa (CBH), Medicinteknik och hälsosystem, Hälsoinformatik och logistik. Beijing Technol & Business Univ, Sch Media & Design, Beijing 102488, Peoples R China..ORCID-id: 0000-0003-4057-4124
2022 (engelsk)Inngår i: International Journal of Mobile Information Systems, ISSN 1574-017X, E-ISSN 1875-905X, Vol. 2022, s. 1-16, artikkel-id 2787848Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

Simulation-based pedagogy is fully considered when designing collaborative learning processes. However, particularly for training managerial skills in hospitality industries, limited work has been performed on analysing the impact of business simulations in the direction of a mobile gaming system. This paper presents a tablet gaming setup for a hospitality business simulator representing tourist flow characteristics, resource management, and the interaction of actors based on a competition relationship among hotel chain operators involved in the hospitality industry. The mobile gaming system was tested in game-based learning exercises, as in distance and classroom learning case studies, following identically parameterised scenarios. First, survey scores were collected using the self-report Learning Experience and Outcomes Questionnaire to evaluate ubiquitous human mobile-web interaction. Second, lag sequential analysis was employed to examine learning effects. Finally, a regression analysis was carried out to understand whether mobile gaming behaviours were likely to predict hotel performance as the outcome of the collaborative learning process. A total of 90 graduate students participated in game-based learning sessions in the autumn and spring semesters of 2020 and 2021, respectively. For the self-efficacy section, there were no significant differences in the scores. Sixty percent of the scored items in the classroom learning case study outperformed those in distance learning. Face-to-face participation enables more interaction between participants and mobile devices. The regression analysis delivered a Delta R-2 of 0.43 (F-4,F-31 = 7.56, P < 0.001) for the classroom learning case study and 0.49 (F-4,F-47 =13.19, P < 0.001) for the distance learning case study. The significant correlation between changes in hotel performance and learning behaviours could be attributed to the collaborative learning process. A business simulator powered by a well-designed mobile gaming system could be used to improve hospitality management.

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Hindawi Limited , 2022. Vol. 2022, s. 1-16, artikkel-id 2787848
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URN: urn:nbn:se:kth:diva-314896DOI: 10.1155/2022/2787848ISI: 000806736900001Scopus ID: 2-s2.0-85128482355OAI: oai:DiVA.org:kth-314896DiVA, id: diva2:1676733
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QC 20220627

Tilgjengelig fra: 2022-06-27 Laget: 2022-06-27 Sist oppdatert: 2025-02-18bibliografisk kontrollert

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