Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan
Abstract
:1. Introduction
1.1. Educational Environment and Background
1.2. Business Management Learning
1.3. Individual Learning Differences
2. Theoretical Background
2.1. Digital Game-Based Learning
2.2. Means-End Chains Theory
3. Research Methodology
3.1. Material
3.2. Procedure
3.3. Sampling and Data Collection
4. Data Analysis and Results
4.1. Coding
4.2. Content Analysis Result for Gender
4.3. Content Analysis Result for Education Background
4.4. Content Analysis Result for Cross-Gender and Educational Background
4.5. HVM Analysis Result for Gender
4.6. HVM Analysis Result for Educational Background
4.7. HVM Analysis Result for Cross-Gender and Educational Background
5. Discussion and Implications
6. Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Item | Frequency of Citation | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Total | Genders | Education Backgrounds | Genders and Educational Backgrounds | |||||||||
Male | Female | Business Administration | Science and Engineering | Digital Learning and Education | Business Administration | Science and Engineering | Digital Learning and Education | |||||
Male | Female | Male | Female | Male | Female | |||||||
System attributes | 171 | 82 | 89 | 48 | 64 | 59 | 23 | 25 | 35 | 29 | 24 | 35 |
A1 Role of supply chain | 44 | 21 | 23 | 20 | 12 | 12 | 11 | 9 | 5 | 7 | 5 | 7 |
A2 Teamwork | 38 | 22 | 16 | 2 | 18 | 18 | 1 | 1 | 14 | 4 | 7 | 11 |
A3 Operation statement | 14 | 4 | 10 | 2 | 9 | 3 | 1 | 1 | 3 | 6 | 0 | 3 |
A4 Provide information | 13 | 9 | 4 | 1 | 6 | 6 | 1 | 0 | 4 | 2 | 4 | 2 |
A5 Customizable model variables | 28 | 11 | 17 | 18 | 7 | 3 | 8 | 10 | 2 | 5 | 1 | 2 |
A6 Pre-lesson overview | 6 | 3 | 3 | 0 | 3 | 2 | 0 | 0 | 1 | 2 | 2 | 1 |
A7 Computer-assisted instruction | 7 | 2 | 5 | 0 | 3 | 4 | 0 | 0 | 2 | 1 | 0 | 4 |
A8 Simple operating interface | 16 | 8 | 8 | 1 | 5 | 10 | 0 | 1 | 3 | 2 | 5 | 5 |
A9 Presentation in tables and diagrams | 5 | 2 | 3 | 4 | 1 | 0 | 1 | 3 | 1 | 0 | 0 | 0 |
Learning consequences | 273 | 139 | 134 | 71 | 101 | 101 | 38 | 33 | 57 | 44 | 44 | 57 |
C1 Incorporation of real scenarios | 30 | 20 | 10 | 12 | 7 | 11 | 10 | 2 | 4 | 3 | 6 | 5 |
C2 Improve operational performance | 41 | 20 | 21 | 16 | 14 | 11 | 7 | 9 | 8 | 6 | 5 | 6 |
C3 Facilitate cooperation and interaction | 28 | 17 | 11 | 6 | 11 | 11 | 3 | 3 | 9 | 2 | 5 | 6 |
C4 Boosts learning results | 15 | 5 | 10 | 3 | 6 | 6 | 1 | 2 | 2 | 4 | 2 | 4 |
C5 Train organizational thinking | 64 | 32 | 32 | 16 | 24 | 24 | 8 | 8 | 14 | 10 | 10 | 14 |
C6 Boosts motivation to play | 5 | 3 | 2 | 0 | 2 | 3 | 0 | 0 | 2 | 0 | 1 | 2 |
C7 Innovative and fun | 8 | 5 | 3 | 4 | 2 | 2 | 3 | 1 | 1 | 1 | 1 | 1 |
C8 Helps learners to get into the scenario | 19 | 9 | 10 | 2 | 7 | 10 | 0 | 2 | 3 | 4 | 6 | 4 |
C9 Casual and burden free | 5 | 0 | 5 | 1 | 1 | 3 | 0 | 1 | 0 | 1 | 0 | 3 |
C10 Inspire competitive mentality | 23 | 10 | 13 | 5 | 8 | 10 | 1 | 4 | 5 | 3 | 4 | 6 |
C11 Reduces instruction load | 2 | 0 | 2 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 0 | 2 |
C12 Experience bullwhip effect | 30 | 18 | 12 | 6 | 16 | 8 | 5 | 1 | 9 | 7 | 4 | 4 |
C13 Helps learners to grasp the situation | 3 | 0 | 3 | 0 | 3 | 0 | 0 | 0 | 0 | 3 | 0 | 0 |
Target value | 171 | 82 | 89 | 48 | 64 | 59 | 23 | 25 | 35 | 29 | 24 | 35 |
V1 Sense of accomplishment | 63 | 28 | 35 | 19 | 20 | 24 | 9 | 10 | 8 | 12 | 11 | 13 |
V2 Self-fulfillment | 20 | 11 | 9 | 4 | 8 | 8 | 2 | 2 | 4 | 4 | 5 | 3 |
V3 Fun and enjoyment of life | 19 | 8 | 11 | 9 | 5 | 5 | 4 | 5 | 4 | 1 | 0 | 5 |
V4 Security | 17 | 9 | 8 | 5 | 10 | 2 | 3 | 2 | 6 | 4 | 0 | 2 |
V5 Warm relationships with others | 11 | 4 | 7 | 2 | 7 | 2 | 0 | 2 | 4 | 3 | 0 | 2 |
V6 Self-respect | 8 | 3 | 5 | 1 | 1 | 6 | 0 | 1 | 0 | 1 | 3 | 3 |
V7 Sense of belonging | 7 | 5 | 2 | 3 | 3 | 1 | 3 | 0 | 2 | 1 | 0 | 1 |
V8 Excitement | 22 | 11 | 11 | 5 | 7 | 10 | 2 | 3 | 5 | 2 | 4 | 6 |
V9 Well-respected | 4 | 3 | 1 | 0 | 3 | 1 | 0 | 0 | 2 | 1 | 1 | 0 |
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Jhan, Y.-C.; Luarn, P.; Lin, H.-W. Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan. Sustainability 2022, 14, 4614. https://doi.org/10.3390/su14084614
Jhan Y-C, Luarn P, Lin H-W. Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan. Sustainability. 2022; 14(8):4614. https://doi.org/10.3390/su14084614
Chicago/Turabian StyleJhan, Ya-Cing, Pin Luarn, and Hong-Wen Lin. 2022. "Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan" Sustainability 14, no. 8: 4614. https://doi.org/10.3390/su14084614
APA StyleJhan, Y. -C., Luarn, P., & Lin, H. -W. (2022). Individual Differences in Digital Game-Based Supply Chains Management Learning: Evidence from Higher Vocational Education in Taiwan. Sustainability, 14(8), 4614. https://doi.org/10.3390/su14084614