From “nice-to-have” to “core pedagogy”: repositioning simulations as assessment-integrated learning environments in higher education
Resumen
Simulation-based learning has become an increasingly significant component of higher education, offering immersive, authentic environments that support the development of skills. Yet despite their pedagogical promise, simulations remain underutilised due to limited and inconsistently designed assessment practices. Much of the existing literature highlights strong learner engagement and perceived benefits, but also reveals a persistent assessment gap in which simulation activities are evaluated through reflective writing or self-report rather than analytics and behavioural performance data. This conceptual paper argues that simulations can only realise their full educational potential when they are reframed as assessment-integrated learning environments, rather than enrichment tools. Drawing on experiential learning theory, authentic assessment, and learning analytics, the paper introduces the Assessment-Integrated Simulation Learning Cycle (AISLC) - a holistic model that aligns simulation design with learning outcomes, embeds performance measurement, incorporates authentic artefacts and reflective integration, and connects outputs to feedback and credentialing. By synthesising insights from simulation research, competency-based education, and emerging analytics frameworks, this paper advances a new conceptualisation of simulation-integrated assessment. The paper concludes by outlining limitations and proposing a research agenda to support empirical validation, cross-disciplinary learning, and the ethical use of simulation analytics in assessment.
Palabras clave
Texto completo:
PDF (English)Referencias
Anderson, P. H., & Lawton, L. (2009). Business simulations and cognitive learning: Developments, desires, and future directions. Simulation & Gaming, 40(2), 193-216.
Arroteia, N., Curran, R., Blesa, A., Ripollés, M., & Musteen, M. (2018). Global board games project: a cross-border entrepreneurship experiential learning initiative. In Enterprising Education in UK Higher Education (pp. 70-91). Routledge.
Arroteia, N. (2024a). Unveiling student perceptions: the role of computerised business simulations in fostering psychological empowerment among business students. Company Games & Business Simulation Academic Journal, 4(2), 93-109.
Arroteia, N. (2024)b. Unveiling the invisible: soft skills recognition from social media. Company Games & Business Simulation Academic Journal, 4(1), 69-81.
Avramenko, A., Arroteia, N., and Hafeez, K. (2021). Exploring the impact of business simulation pedagogy on students’ psychological empowerment. In N. Arroteia, S. Sindi, eds. Innovating in Teaching Enterprise, Business and Management in Higher Education, Dundee: Startup Finance.
Biggs, J., & Tang, C. (2003). Teaching for quality learning at university. Buckingham: SRHE.
Boud, D., & Falchikov, N. (2006). Aligning assessment with long‐term learning. Assessment & evaluation in higher education, 31(4), 399-413.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. 1989, 18(1), 32-42.
Buckingham Shum, S., & Crick, R. D. (2016). Learning Analytics for 21st Century Competencies. Journal of Learning Analytics, 3(2), 6-21.
Castagnola, R. G. (2024). Una nueva manera de gestionar el curso de juego de negocios: análisis de los cambios experimentados en las competencias genéricas y específicas de alumnos de pregrado. Company Games & Business Simulation Academic Journal, 4(1), 83-95.
Collins, A., Brown, J. S., & Newman, S. E. (2018). Cognitive apprenticeship: Teaching the crafts of reading, writing, and mathematics. In Knowing, learning, and instruction (pp. 453-494). Routledge.
Cuevas, J. P. G., & Del Toro, Y. G. C. (2024). Simulación por medio de la interacción con agentes asistidos por IA: una nueva era en la formación de líderes de posgrado. Company Games & Business Simulation Academic Journal, 4(1), 37-53.
De Freitas, S., & Neumann, T. (2009). The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Computers & Education, 52(2), 343-352.
Faria, A. J., Hutchinson, D., Wellington, W. J., & Gold, S. (2009). Developments in business gaming: A review of the past 40 years. Simulation & gaming, 40(4), 464-487.
Gaba, D. M. (2004). The future vision of simulation in health care. BMJ quality & safety, 13(suppl 1), i2-i10.
Gosen, J., & Washbush, J. (2004). A review of scholarship on assessing experiential learning effectiveness. Simulation & gaming, 35(2), 270-293.
Herrington, J., Reeves, T. C., & Oliver, R. (2009). A guide to authentic e-learning. Routledge.
Jonassen, D. H. (1999). Designing constructivist learning environments. In C. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory (Vol. II, pp. 215–239). Lawrence Erlbaum.
Khatri, P., Raina, K., Wilson, C., & Kickmeier-Rust, M. (2020). Towards mapping competencies through learning analytics: real-time competency assessment for career direction through interactive simulation. Assessment & Evaluation in Higher Education, 45(6), 875-887.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT Press.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.
Martínez-López, F. J., Sánchez, I. P., Blancafort-Masriera, L., & Gallifa, J. (2024). El mundo simulado: del mito de la caverna al metaverso. Company Games & Business Simulation Academic Journal, 3(2), 7-22.
Musteen, M., Curran, R., Arroteia, N., Ripollés, M., & Blesa, A. (2018). A community of practice approach to teaching international entrepreneurship. Administrative Sciences, 8(4), 56.
Okoli, J., Arroteia, N. & Barish, O. (2019). Piloting a portfolio of experiential learning activities for international business students.
Salas, E., Wildman, J. L., & Piccolo, R. F. (2009). Using simulation-based training to enhance management education. Academy of Management Learning & Education, 8(4), 559-573.
Tompson, G. H., & Dass, P. (2000). Improving students’ self-efficacy in strategic management: The relative impact of cases and simulations. Simulation & Gaming, 31(1), 22-41.
Schwob, A., Avramenko, A., Brodie, A., & Arroteia, N. (2020). Technologized situated partnering practice: leveraging interobjective representations of technology in use and its transformative effects in business education. Journal of International Business Education, 15, 141-166.
Spector, J. M., Ifenthaler, D., Sampson, D., Yang, J. L., Mukama, E., Warusavitarana, A., ... & Gibson, D. C. (2016). Technology-enhanced formative assessment for 21st-century learning. Educational Technology & Society.
Vermylen, J. H., Cohen, E. R., Cook, D. A., McGaghie, W. C., Issenberg, S. B., Arnold, J., ... & Kessler, D. O. (2024). Competency-Based Simulation Training for Procedural Skills: A Systematic Review and Meta-analysis. Simulation in Healthcare, 10-1097.
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22.
DOI: http://dx.doi.org/10.54988/cg.2025.2.1803
Enlaces refback
- No hay ningún enlace refback.
Company Games & Business Simulation Academic Journal
ISSN: 2792-3150
www.uajournals.com/businesssimulationjournal
businesssimulationjournal@uajournals.com
