*Article* **Introducing ERP Concepts to IT Students Using an Experiential Learning Approach with an Emphasis on Reflection**

#### **Tina Beraniˇc \* and Marjan Heriˇcko**

Faculty of Electrical Engineering and Computer Science, University of Maribor, Koroška cesta 46, 2000 Maribor, Slovenia; marjan.hericko@um.si

**\*** Correspondence: tina.beranic@um.si; Tel.: +386-2-220-7354

Received: 30 July 2019; Accepted: 10 September 2019; Published: 12 September 2019

**Abstract:** The introduction of enterprise resource planning (ERP) concepts to IT students entails many challenges. Due to the system's complexity, newcomers need an extensive amount of time to be able to use it independently. Additionally, the learning preferences and characteristics of digital natives differ significantly from previous generations. Therefore, the use of alternative learning approaches is desirable. To achieve the best possible learning outcomes, it is advisable to implement learning approaches that require students' active participation, for example, an experiential learning approach. A variation is an ERPsim business simulation game, which we used within the ERP systems course. The game is implemented in sequential rounds, whereby each round ends with a review of the collected experiences. The simulation game was used at the beginning of the course to ease the introduction of ERP concepts for IT-related students. This paper is the result of three years of research into the perceived usability of SAP ERP introduced with the business simulation game, combined with the results of a study evaluating students' opinions, knowledge, and skills. Perceived usability was measured using a System Usability Scale (SUS), while the students' experiences were gathered using a self-evaluation questionnaire. The study revealed the positive impact of the experiential learning approach that was used. Students evaluated the usability of SAP ERP as OK, and empirical analysis confirmed that the use of the simulation game for introducing the ERP concepts resulted in anticipated knowledge and skills, while increasing the students' intent for future engagement.

**Keywords:** information technology; higher education; experiential learning; simulation game; ERP systems; usability; SUS; SAP
