Teaching Causation and Effectuation in the Large Classroom: A Production–Trade Game
Author(s) -
Noushan Memar,
Angelina Sundström,
Toon Larsson
Publication year - 2020
Publication title -
organizational behavior teaching review
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.786
H-Index - 47
eISSN - 1552-6658
pISSN - 1052-5629
DOI - 10.1177/1052562920951971
Subject(s) - experiential learning , causation , psychology , entrepreneurship , business simulation , quality (philosophy) , mathematics education , business education , pedagogy , learning styles , higher education , knowledge management , computer science , business , political science , philosophy , finance , law , epistemology
Researchers claim that experiential learning approaches (e.g., gamification) are well-suited to management and entrepreneurship education. However, this research has been conducted mostly in small classroom settings. With the increases in the number of university business students, many business courses have also increased in size. The large classroom setting introduces new pedagogic concerns, in particular regarding the complexity of the teaching–learning environment, as a result of students having diverse educational backgrounds, skills, and learning styles. This article explores this concern in its investigation of the ways in which business higher education can prompt various business behaviors among students in large classrooms.By utilizing the gamification of concepts, we created an experiential learning exercise—the Strategic Business Game. Questionnaire surveys conducted with the 126 university students enrolled into two majors during the game reveal that this educational learning experience prompts the students’ causation and effectuation behaviors. In this educational learning experience, the complexity of the large classroom is seen as an advantage and gives the educators an opportunity to increase the quality of the student interaction. Furthermore, this study emphasizes the appropriateness of experiential learning through gamification on individuals’ business behaviors as revealed in large classes in management and entrepreneurship education.
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