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Seethamraju, R. (2006).

Enhancing student learning of enterprise integration and business


process orientation through an ERP business simulation game. Journal of Information Systems
Education, 22(1), 19-29.

Purpose (What are the objectives for writing the paper?):

 Investigate the influence of an ERP simulation game on learning effectiveness, skills


development, and decision making
 Assess the impact of the game as a teaching tool in developing an integrated view of
business among students
 Recommend further improvements to the deployment and curriculum design of the
game based on participant feedback and academic experience

Design / Methodology / Approach (How are the objectives achieved? Include the main
methods used for the research and the approach to the topic.):

The approach used in this research involves analyzing the design and instructional strategies
employed in delivering an ERP simulation game in a business curriculum. It also includes
evaluating the effectiveness of the game in teaching business process orientation and ERP
software skills. This research aims to contribute to the field pf enterprise systems and business
simulations.

Findings/ Conclusions (What was found in the work, and what are the major conclusions)?
This will refer to analysis, discussion, or results.):

This study concludes that while students showed improvement in their understanding of SAP
over time, some participants struggled with the complexity of the system, particularly in
relation to finance and accounting aspects. The participants’ guide provides insufficient
business knowledge in these areas, leading to difficulties in interpreting financial ratios and
understanding cause and effect relationships. It is recommended that educational institutions
enhance their support and resources to address these challenges and provide more
comprehensive training in finance and accounting aspects related to SAP. Additionally,
offering detailed feedback on performance and decision-making can greatly improve students'
understanding and learning outcomes.

Practical Implications (What outcomes and implications for practice, applications, and
consequences are identified?):

The practice implications suggest a need to provide more comprehensive training and exposure
to SAP systems for students in business and information technology/computer science
programs. This could include incorporating hands-on experiences and real-life simulations,
such as the ERPSim game, to enhance their understanding and proficiency in using SAP
software. Educational institutions and organizations can better prepare students for future
careers that involves SAP systems by addressing the limited previous knowledge potentially
improve their ability to participate in ERP-related activities and achieve desired learning
outcomes.

Critique (Which parts of the paper do you like? Which parts of the paper do you not like?
Why?):

I think that simulation games are an incredible contribution to education. They provide an
interactive learning experience that helps students bridge the gap between theory learned in
class and practice in the real professional world. I like the part where the author emphasizes
the importance of this approach which is designed to allow students apply their knowledge in
simulated real-world scenarios, these games can enhance their understanding and retention of
concepts.

This tool could change the academic background of students by providing resources and
academic experience that students need to challenge companies and organizations. This can
also offer a hands-on approach allowing students to actively participate and take ownership of
their education.

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