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Cost-benefit analysis of simulation games used at teaching in higher education

Heikkinen, Katri (2022)

 
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Heikkinen, Katri
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022081819520
Tiivistelmä
The purpose of this thesis was to make simulation games visible and offer it as one potential solution to teaching methods to be used in the context of universities of applied sciences, especially for the commissioner Haaga-Helia UAS. The main objective was to conduct a cost-benefit analysis of simulation games used at Haaga-Helia Porvoo Campus in order to provide means for conducting informed choices. This included the identification of factors to be included in the cost-benefit analysis model and to create a prototype.

The theoretical framework was built around digital game-based pedagogy and cost-benefit analysis and models. The focus was especially on simulation games and the effect it has on higher education. Different research methods were used in order to reach the aim and get answers to the research questions. The mixed research methods included literature review, interviews for teachers, a survey for students, benchmarking regarding the cost-benefit model and triangulation. The main findings were that simulation bring added value compared to traditional teaching, such as the practical application, students learn better, they understand the cause and effect relationship, get the big picture and in addition it is fun, versatile, flexible, you get less-active students involved and the students are satisfied, excited and motivated. Regarding the cost-benefit analysis and model, it became clear that not all impact factors (benefits or costs) need or can be monetised. In that case it is important to list and mention the factors so that they can be considered when deciding. If possible one could try to link the intangible factor with a tangible outcome, as the financial model in this case.

In conclusion, a cost-benefit analysis of simulation games has been conducted showing that the benefits exceeds the costs. It became clear that simulation games belong to higher education and has a huge and important role there especially due to the practical applicability. Students get to and learn to think and they understand the big picture. In addition, the task of higher education is to produce people that can apply and have the skills and competences needed in work life, and this is exactly what simulation games are good at.

Development proposals relate to the prototype of the cost-benefit model presented. It is a really basic simply one, which could and should be further developed in order to be more visual etc. In addition, there should be a larger sample especially in the survey, but also more interviews one could see if the results are still in line with previous findings.
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