Using Educational Game for Improving Students’ Knowledge and
Interest in Investing in the Capital Market
Tan Ming Kuang
1
a
, Lidya Agustina
1
b
and Yani Monalisa
2
c
1
Department of Accounting, Universitas Kristen Maranatha, Prof. Drg. Surya Sumantri no. 65, Bandung, Indonesia
2
Department of Management, Universitas Kristen Maranatha, Bandung, Indonesia
Keywords: Simulation Games, Educational Games, Card Games, Capital Market.
Abstract
:
This study examines the impact of using a card simulation game named STOCKLAB to improve students'
knowledge and interest in investing in the capital market. Additionally, this study examines the effects of
adding explanation—where an instructor explains the educational contents of the game to the players—during
the game. A total of 172 undergraduate students from three private universities in Indonesia participated in
this study and a randomized control trial with a three-group pretest/posttest research design was used. The
results showed that STOCKLAB with explanation is more effective than STOCKLAB without explanation
in assisting students in acquiring knowledge about capital market, but it is as effective as traditional approach.
The three approaches are equally effective for improving students’ interest in investing in the capital market.
However, both STOCKLAB with and without explanation group reported a significantly higher level of
agreement that the game is an interesting way to study capital market compared to the traditional group. This
study implies that STOCKLAB can be used as an alternative approach to introduce capital market to the
students if it is coupled with explanation.
1 INTRODUCTION
Knowledge of financial literacy has an important role
in improving an individual’s well-being. However,
the latest national survey shows that the Indonesian
people's financial literacy index is relatively low at
38.03% (Otoritas Jasa Keuangan, 2020). From
various financial sectors, public understanding of the
capital market is one of the lowest, i.e. at an index of
4.9% in 2019. This index means that only 4-5 out of
100 Indonesians have knowledge, skills, and
confidence about the capital market in 2019. To
educate the capital market to the public, the
government through the Financial Services Authority
(OJK) has introduced a card simulation game called
STOCKLAB since 2017. OJK in collaboration with
the Indonesia Stock Exchange has even held various
national student-level STOCKLAB competitions in
many major cities in Indonesia. Although
STOCKLAB has been widely recognized nationally,
studies examining the effectiveness of this card
a
https://orcid.org/0000-0003-2996-4009
b
https://orcid.org/0000-0003-2888-5034
c
https://orcid.org/0000-0002-2454-6257
simulation game in educating the capital market to
college students are still very rare. This study aims to
test the effectiveness of the STOCKLAB game to
increase students' knowledge and interest in investing
in stocks in the capital market.
Studies that test the effectiveness of simulation
games in improving cognitive (Chen et al., 2014;
Chuang & Chen, 2009; Keys et al., 2020; Morin et al.,
2020; Soflano et al., 2015), psychomotor (Gopher et
al., 1994; Whitehill & McDonald, 1993), and
affective (Bai et al., 2012; Hwang et al., 2015;
Knechel & Rand, 1994; Manero et al., 2015;
Ruggiero, 2015; Tompson & Dass, 2000; Y.-T. C.
Yang, 2012) abilities have been done extensively. In
terms of affective learning, researchers have even
tested how games can change attitudes (Ruggiero,
2015), increase self-efficacy (Tompson & Dass,
2000), motivation and interest of students (Bai et al.,
2012; Hwang et al., 2015; Knechel & Rand, 1994;
Manero et al., 2015; Y.-T. C. Yang, 2012). Studies
that focus on increasing interest generally tests the
52
Kuang, T., Agustina, L. and Monalisa, Y.
Using Educational Game for Improving Students’ Knowledge and Interest in Investing in the Capital Market.
DOI: 10.5220/0010743000003112
In Proceedings of the 1st International Conference on Emerging Issues in Humanity Studies and Social Sciences (ICE-HUMS 2021), pages 52-62
ISBN: 978-989-758-604-0
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
effectiveness of simulation games in increasing
learner interest in certain subjects. As an example,
Knechel & Rand, (1994) compare basic accounting
learning methods using traditional accounting
exercises with the business simulation game
Monopoly® in five Accounting Principles classes at
a university in the United States. They found that
students who studied accounting using Monopoly®
showed a higher interest in completing accounting
exercises compared to students who studied using
traditional accounting exercises. Similar research
results were obtained by Manero et al. (2015) who
test the effectiveness of a simulation game in the field
of theater arts. They found that students who studied
using the simulation game method showed a higher
interest in the world of theater than students who
studied using traditional lecture methods (i.e.,
teacher-centered learning). They also found that the
simulation game method was slightly less effective
than the lecture method delivered by professional
actors. These studies, however, do not focus on
learning about the world of stock investing.
Very little studies have linked simulation games
to stock investing learning. Albrecht (1995) used
Monopoly® to teach students to make financial
reports and company stock purchase decisions based
on their financial performance. The survey conducted
at the end of the lesson revealed that most students
were satisfied in learning accounting and investment
using Monopoly®. However, the survey conducted
did not ask whether the students would be interested
in getting to know the real world of stock investing or
not. This study fills the literature gap by examining
the effectiveness of a simulation game called
STOCKLAB in increasing students' knowledge and
interest in getting to know the world of stock
investing.
This study also contributes to the simulation
game-based learning literature by examining the
effect of adding game explanations—the game
instructor explains the educational content of the
game—as long as the game progresses to players on
the knowledge and interest of students investing in
stocks in the capital market. The addition of
explanations can help students understand the
knowledge conveyed so as to increase the
effectiveness of learning using simulation games
(Garris et al., 2002). Although several studies have
tested the effectiveness of simulation games with self-
explanation (Adams & Clark, 2014; Hsu & Tsai,
2012; O’Neil et al., 2014), adaptive advice (Leutner,
1993), scaffolding (Barzilai & Blau, 2014), and
supplemental materials (Miller & Hegelheimer,
2006) in increasing the student’s understanding of the
material, the effect of adding explanations by the
instructor is still very rarely studied. Bagley &
Shaffer (2015) in their study have used the assistance
of an instructor to explain urban science material in a
simulation game both virtual and face-to-face.
Although the researchers found both approaches to be
equally effective, this study has not proven that the
use of instructors increases the effectiveness of
learning because the control group (the group that
does not use an instructor) is not used. Therefore,
studies that specifically examine the impact of using
instructors in game-based learning are still needed.
Understanding the impact of adding explanations by
the instructor is not only useful for STOCKLAB users
to socialize the capital market, but also for users of
simulation game-based learning to deliver learning
materials effectively.
2 THEORETICAL FRAMEWORK
AND HYPOTHESIS
DEVELOPMENT
2.1 Definition of Simulation Games
Simulation games have been interpreted in various
ways, such as a combination of play and simulation
with competition (Heyman, 1982). One definition of
a fairly complete simulation game in an educational
context is given by (Szczurek, 1982), who defines
educational simulation games as: “an instructional
method based on a simplified model or representation
of a physical or social reality in which students
compete for certain outcomes according to an
established set of rules or constraints. The
competition can be (1) among themselves as
individuals or groups, or (2) against some specified
standard, working as individuals or cooperating as a
group” (p.27).
An educational simulation game is an interactive
learning experience developed based on a model of
the real world or imagination, which operates by a
coherent set of rules. In games, participants or
students compete with others to achieve certain goals,
and experience joy when those goals are achieved
(Van Eck & Dempsey, 2002). This definition of
educational games is used in the context of this study.
2.2 Theoretical Framework for
Simulation Games
Simulation games have several elements that make
them capable of being a cognitive, psychomotor, and
Using Educational Game for Improving Students’ Knowledge and Interest in Investing in the Capital Market
53
affective learning tools. Malone’s (Malone, 1981)
Theory mentioned that challenge, fantasy, and
curiosity are factors that make an educational game
intrinsically motivating. Malone & Lepper (1987)
develop this theory by adding elements of control,
cooperation, competition, and recognition. Control
and the three elements in the original model
(challenge, fantasy, and curiosity) relate to individual
motivation, while the other elements (cooperation,
competition, and recognition) relate to interpersonal
motivation. A systematic review conducted by Jabbar
& Felicia (2015) regarding the impact of game
features on learning performance concluded that there
is not one element that specifically causes students to
be motivated and interested in learning material in
educational games. Thus, all elements in the game
work together to influence the cognitive and
motivation of students in order to acquire new
knowledge, skills, and attitudes.
The STOCKLAB game used in this study has
intrinsic motivating characteristics that are relevant to
the individual and interpersonal motivators as stated
by Malone. In terms of individual motivators,
STOCKLAB gives players the control to determine
the amount of money to be invested, the types of
shares/mutual funds to buy or sell, and to decide when
the shares/mutual funds they own will be sold.
Players are challenged to get the largest net asset at
the end of the game by means of decisions made.
Players imagine themselves as stock investors who
have to make investment decisions based on micro
and macroeconomic conditions that occur during the
game. These economic conditions, however, are
highly dependent on the information provided by
game cards or the actions taken by other investors
(i.e., opposing players). Since economic conditions
will affect the net worth of the players, any
information from the cards and actions taken by other
players will generally generate high curiosity. In
terms of interpersonal motivators, STOCKLAB
requires players to compete with other players to
increase their net asset value, and at the end of the
game, the owner with the largest net assets will be
recognized as a winner or a reliable investor. The two
intrinsic motivating elements of STOCKLAB—
personal and interpersonal—are predicted to increase
the effectiveness of conveying knowledge about
stock investing to potential investors, which in turn
increases their desire to know and even invest in real
stocks.
2.3 Research Hypothesis
This study aims to determine whether the
STOCKLAB card game can increase the knowledge
and interest of the players towards the capital market
in Indonesia. This study focuses on cognitive and
affective learning (interest in stock investing),
because there are two following main reasons: (1)
Some of the share trading mechanism that occurs in
games is the same as the share trading mechanism that
occurs in practice. For example, in practice there are
four sectors of shares traded on the Stock Exchange,
i.e., consumer, agriculture, finance, and mining
sectors. These four sectors can be found in the
STOCKLAB game. Therefore, it is relevant to test the
cognitive aspects (i.e., knowledge) of players, and (2)
the main objective of the STOCKLAB game is to
introduce the world of investment to potential
investors. Through STOCKLAB, investors can
familiarize themselves to the terms stocks, risks, and
benefits of investing in stocks so that it is hoped that
through this experience their interest in investing will
increase. Thus, this game is said to be effective if it
succeeds in increasing players' interest in getting to
know the world of investment, especially the capital
market.
Learning using simulation games is more
effective than traditional learning because it can
increase learner motivation. Malone's theory states
that the individual and interpersonal intrinsic
motivating features found in games make students
more willing to invest their time, thoughts, and
emotions in learning the knowledge being taught
(Malone, 1981; Malone & Lepper, 1987). In addition,
the pleasant learning climate created by simulation
games helps students to more easily process the
information provided. The theory of abstract-
interactive cognitive complexity states that
simulation games are more effective than traditional
learning because they involve aspects of thought and
emotion simultaneously (Tennyson & Jorczak, 2008).
These advantages are predicted to be able to make
STOCKLAB an effective method to open up students'
insights about the world of stock investing, which in
turn can increase their interest in getting to know the
real stock investing. Studies show simulation games
are effective in increasing knowledge (Cheng et al.,
2014; Chuang & Chen, 2009; Soflano et al., 2015)
and participants' interest in the material that has been
studied (Knechel & Rand, 1994; Manero et al., 2015).
The literature, however, indicates that simulation
games are not necessarily more effective at improving
learning outcomes than traditional learning methods
(Boyle et al., 2016; Perrotta et al., 2013). The
ICE-HUMS 2021 - International Conference on Emerging Issues in Humanity Studies and Social Sciences
54
explanation of why simulation-based learning is not
always effective in improving learning outcomes can
be due to an intrinsic problem, i.e., that students
generally have difficulty learning various complex
relationships in simulations only from experience (De
Jong & Van Joolingen, 1998). Studies show that
game-based learning increases its effectiveness when
there is instructional support (Wouters & Van
Oostendorp, 2017). This study uses additional
explanations by the instructor throughout the game as
instructional support to increase the effectiveness of
STOCKLAB learning. Adding explanations
improves learning outcomes because it helps students
connect experiences with the material STOCKLAB is
trying to convey. For example, the instructor explains
the benefits of a stock split when a player experiences
a certain skyrocketing stock price increase. Bagley &
Shaffer (2015) found that instructor explanations in a
simulation game both virtual and face-to-face helped
students learn urban science. However, their study
has not compared simulation games with
explanations to simulation games without
explanations, so their effectiveness still needs to be
tested. Therefore, this study uses three learning
methods: STOCKLAB with explanations,
STOCKLAB without explanation, and traditional
presentations using power points to test the
effectiveness of STOCKLAB with explanations in
increasing students' knowledge and interest in
investing in the capital market. Based on the theory
and results of previous studies, the proposed
hypotheses are as follows:
H1 Students will have better knowledge of stock
investing after playing STOCKLAB with Explanation
compared to students who use the STOCKLAB
without Explanation and Traditional approaches.
H2 Students will have a higher interest in stock
investing after playing STOCKLAB with Explanation
compared to students who use the STOCKLAB
without Explanation and Traditional approaches.
3 METHODS
3.1 STOCKLAB Educational Game
STOCKLAB is a commercially available card game
created by Ryan Filbert and supported by the
Financial Services Authority (OJK) made to support
the capital market education program. The number of
players are between three to six people including the
banker who is in charge of managing the game and
managing the bank's assets. The duration of the game
lasts for ± 45 minutes for six rounds. In the game,
players compete to develop assets through investing
in stocks and mutual funds, and use various strategies
optimally to become the most successful investors.
The winner is the player with the most total assets
(i.e.., money coins) at the end of the game.
Game materials consist of 1 mutual fund card, 4
stock sector cards, 4 price tokens, 5 street order cards,
5 cue cards, 5 debt cards, 10 split tokens, 36 economy
cards, 58 cash coins, and 60 action cards. Each type
of card has its own function. Mutual fund cards serve
as an alternative investment for players other than
stocks. The stock sector card aims to show four traded
stock sectors, i.e., mining, agriculture, finance, and
consumer. The road sequence card aims to determine
which player will start first. The economic card
functions to inform economic conditions (such as
inflation and recession), which also determine stock
price movements. Six economy cards are placed on
each stock card. After all economy cards are opened,
the game will end. Action cards are used by players
to perform various actions such as buying shares,
quick buys, acquisitions, trading fees, rumors, and
stock exchange info. Quickbuy means each player
can take 2 cards at once. Acquisition means that each
player can acquire shares owned by other players on
the condition that the share card ownership they own
must be the same or more than the player whose
shares will be acquired. Trading fee means that each
player can immediately sell the card they have
without having to wait for the sell phase. If it is saved,
the player who takes this card must pay tax according
to the number of card colors they have. Rumor means
that each player can increase or decrease the value of
the shares listed on the stock price board that contain
the price token. Exchange info means that only
players using this action can open 3 economy cards
first before the action card is opened by the banker
and may not be disclosed to other players.
Apart from cards, STOCKLAB also uses three
types of coins, i.e., pricing coins, split coins, and cash
coins. Pricing coins are used to show the price of a
share. The initial share price will all be uniform, at the
price of 5. The split coins will be used when the share
price is too high so that it exceeds the value stated on
the card. Stock split causes the number of shares
owned to increase, but the value remains. Lastly,
money coins serve as a measure of success in the
game. The winner is the player with the highest
number of coins at the end of the game.
STOCKLAB games are usually done in 6 rounds
of ± 45 minutes. Each round consists of 4 stages. First
is the Bidding Phase. At this stage, the player bids
with closed hands, the banker will give an order to
open the fist simultaneously to find out how many
Using Educational Game for Improving Students’ Knowledge and Interest in Investing in the Capital Market
55
Table 1: Participants’ demographics.
Treatment
Universit
y
N Gende
r
Median Mean SD
S M W M F
STOCKLAB with Ex
p
lanation 20 18 20 58 23 35 20.00 20.00 1.24
STOCKLAB without Explanation 20 18 20 58 21 37 20.00 20.03 1.30
Traditional 22 17 17 56 20 36 20.00 20.09 1.56
Total 62 53 57 172 64 108
coins each player is offering. The player with the
highest coin bid will get a turn to take the first card
followed by the second highest bidder, and so on. All
coins used for bidding are submitted to the Bank.
Second is the action phase. Each player takes a stock
card according to the sequence number that has been
determined during the bidding phase. The cards will
be distributed with 2x players or each player has the
opportunity to get a maximum of 2 stock cards. The
action phase is carried out until the cards that have
been dealt run out. Third is the selling phase. At this
stage, all players have the opportunity to sell one
sector of their shares without a maximum or
minimum number of shares. Lastly, the economic
phase. At this stage, the banker opens the economy
card and executes card instructions which affect the
stock price. Economy cards that have been used cannot
be used again until the game ends. A description of
how to play SOCKLAB can be found at
https://www.youtube.com/watch?v=6-bpc6MCGJ 8.
3.2 Research Design
This study hypothesizes that students' knowledge and
interest in the world of stock investing will increase
after playing STOCKLAB with explanations. To test
this hypothesis, the study used a randomized control
trial with a three-group pretest/posttest research
design. The three groups were 1) STOCKLAB with
explanation, 2) STOCKLAB without explanation,
and 3) Traditional (presentation using a power point)
approach. Instructors and students who participated in
this study were assigned to each group randomly.
3.3 Participants
One hundred and seventy-two students from three
private universities that have the most active
Indonesia Stock Exchange Investment Gallery
(GIBEI) in West Java, Indonesia, participated in this
research. Researchers contacted GIBEI managers at
the three universities and asked for their help in
recruiting students as research participants. Although
students come from three different universities, all
instructors are from M university. Table 1 provide
information about the participants' university origins,
gender, and age.
3.4 Instruments Assessment
This study used two instruments that were given
before and after the treatment was given. The first
instrument consists of 12 multiple choice question
items which were developed by the research team to
measure students' knowledge about stock investment
in the Indonesian capital market. In order to increase
the validity of the instrument, the question items were
made in line with the objectives of the STOCKLAB
game. Each correct response is assigned a point of 1,
so the total points for all correct answers is 12. The
Kuder-Richardson 20, person and item-reliability
statistics for the knowledge test showed -.36 and .97
before and -.55 and .96 respectively after the
intervention. The low person reliability value in the
pre-test may be due to the low ability of the
participants at the beginning of the experiment.
The second instrument consists of 10 survey items
adapted from Nussbaum et al. (2015) to measure the
student’s interest in stock investing. The survey items
used a 5-point Likert scale ranging from 1 (very
uninterested) to 5 (very interested). Adaptation is
needed because the original instrument asked
students' interest in the context of climate change
education, while this research is in the context of
stock investment education. Nussbaum et al. (2015)
found that the instrument had an internal consistency
of .81 before and .86 after the intervention. This study
found similar results, i.e., an internal consistency of
.85 before and .86 after the intervention. In addition,
a feedback survey consisting of 7 items with a 5-point
Likert Scale that ranges from 1 (Strongly disagree) to
5 (Strongly Agree) was given after the intervention.
This survey was also adapted from Nussbaum et al.
(2015) who found the internal consistency value of
.89, while the internal consistency value in this study
was .82.
3.5 Procedure
Prior to the study, 11 instructors were trained to
administer tests and treatments. Each instructor was
ICE-HUMS 2021 - International Conference on Emerging Issues in Humanity Studies and Social Sciences
56
in charge of handling 5-6 students during the study.
The researchers explained to the instructors that the
research objective was to test the effectiveness of the
three learning methods to educate the capital market.
Instructors only described the methods assigned to
them without explaining the other two methods. In
order to familiarize the instructor with the method to
be carried out, the instructors were asked to practice
and were informed about the important features of the
method. The test protocol was also described. In
particular, they were informed that the type of test
was closed books, that the study participants had to
take the test individually, and that the instructor was
not allowed to assist the participants during the test.
The study was conducted outside regular class
hours and consisted of three main stages: pre-test,
treatment, and post-test. In the first stage, students
were asked to complete a pre-test questionnaire
containing demographic questions and two
instruments, each of which was used to measure
students' knowledge and interest about stock
investing in the capital market. Students were asked
to work individually and were informed that the
scores obtained during the study do not affect their
course scores. This pre-test lasts twenty minutes.
The treatment stage lasts for one hour and forty
minutes. Each researcher who was present acted as an
observer and kept the interaction to a minimum with
the instructors and the students in the three groups:
STOCKLAB with explanation, STOCKLAB without
explanation, and Traditional approach. STOCKLAB
Group with explanation to learn to invest in the
capital market using STOCKLAB accompanied by an
explanation of the capital market material being
experienced by the instructor. For example, the
Instructor while distributing stock cards explains the
sectors traded in the capital market. Likewise, when a
player experiences a Stock Split, the instructor
explains how this event causes the number of player
shares to increase, but the overall share value does not
change. In contrast, the STOCKLAB Group without
explanation learns to invest in the capital market
using STOCKLAB without obtaining an explanation
regarding the capital market educational content
contained in the game. Instructors in the STOCKLAB
group with and without explanation act as bankers in
charge of explaining the rules of the game and
managing bank assets. In the Traditional approach
group, students learn the capital market by listening
to the instructor's presentation using power points.
Students can also ask questions and discuss with the
instructor if there is material that they did not
understand.
The final stage of the research procedure was to
conduct a post-test after the treatment stage had been
completed. This test used the same instrument and
duration as the pre-test. In addition, a survey aimed at
obtaining information about their perceptions of the
learning experience was conducted after the post-test
ended.
4 RESULTS AND DISCUSSION
4.1 Learning Outcomes
Table 2 shows the mean, standard deviation,
minimum, maximum, and results of the paired t-test
for each experimental group. One-way ANOVA
results showed that there was no significant
difference at p <.05 level in knowledge: F (2, 169) =
2.04, p = .13 and interest pre-test scores: F (2, 169) =
.07, p = .94 for all three groups. The ANOVA was
performed after verifying that the assumptions of
homogeneity of variance was satisfied (Pallant,
2016). Based on the results of the Levene’s test of
variance for knowledge (2, 169) = 1.86, p = .16 and
interest pre-test scores (2, 169) = 1.32, p = .27, using
ANOVA is appropriate. Furthermore, the paired t-test
results showed a significant increase in knowledge
and interest after treatment at STOCKLAB with
Explanation (knowledge: t = 4.30, p <0.01; interest: t
= 4.82, p <0.01), STOCKLAB without Explanation
(knowledge: t = 2.54, p <0.05; interest: t = 6.30, p
<0.01), and Traditional approach (knowledge: t =
7.37, p <0.01; interest: t = 4.54, p <0.01). This
illustrates that these three methods can be effective.
To test the research hypothesis that the STOCKLAB
with Explanation learning method outperformed two
other methods, One-way between-groups analysis of
variance (One-way ANOVA) with Planned Contrast
tests were performed. One-way ANOVA was
performed after verifying that the assumptions of
homogeneity of variance was satisfied (Pallant,
2016). Based on the results of the Levene’s test of
variance for knowledge (2, 169) = .32, p = .73 and
interest post-test scores (2, 169) = 2.71, p = .07, using
ANOVA is appropriate.
Using Educational Game for Improving Students’ Knowledge and Interest in Investing in the Capital Market
57
Table 2: Pre-test and post-test knowledge and interest
scores for the STOCKLAB with Explanation group versus
two comparison groups.
Group
Interest Knowled
g
e
Pre-
test
Post-
test
Pre-
test
Post-
test
STOCKLAB
with
Explanation
(n = 58)
Mean 4.02 4.27 6.84 7.86
SD 0.53 0.48 2.10 2.20
Min. 2.10 3.10 3.00 2.00
Max. 5.00 5.00 11.00 12.00
t value* 4.82*** 4.30***
STOCKLAB
without
Explanation
(n = 58)
Mean 4.06 4.33 6.33 6.86
SD 0.43 0.41 2.08 2.36
Min. 2.40 3.40 2.00 2.00
Max. 5.00 5.00 11.00 12.00
t value* 6.30*** 2.54**
Traditional
Approach
(n = 56)
Mean 4.04 4.30 6.11 8.09
SD 0.40 0.36 1.83 2.25
Min. 3.30 3.50 2.00 2.00
Max. 5.00 5.00 10.00 12.00
t value* 4.54*** 7.37***
Note: *post – pre; **p < 0.05; ***p < 0.01
4.2 The Impact of the STOCKLAB
Game on Students’ Knowledge
H1 predicts that students will have better knowledge
of the world of stock investing after playing
STOCKLAB with Explanation compared to students
who use the STOCKLAB without Explanation and
Traditional approach. H1 was partially supported.
Panel A of Table 3 shows a significant main effect in
the knowledge post-test scores among the three
groups, F (2, 169) = 4.74, p = .01. As shown in Table
4, planned contrasts revealed that the students’
knowledge post-test scores of the STOCKLAB with
Explanation were significantly different from the
STOCKLAB without Explanation, t (169) = 2.37, p =
.02. Meanwhile, no significant difference was found
between STOCKLAB with Explanation and
Traditional groups, t (169) = -.53, p = .59. These
statistical results are supported by the effect size
analysis comparing the knowledge post-test scores of
the STOCKLAB with Explanation and controls
groups. The effect size analysis shows a medium to
large effect for the STOCKLAB with Explanation
compared with STOCKLAB without Explanation,
while it shows a negligible effect for the STOCKLAB
with Explanation compared with Traditional. These
results suggest that students in the STOCKLAB with
Explanation group exhibited a greater level of
improvement in knowledge about stock investment
than those in the STOCKLAB without Explanation
group, but the STOCKLAB with Explanation group’s
improvement is as high as the Traditional group.
Table 3: Effects of treatment groups on students’
knowledge and interest post-test scores (Analysis of
variance summary table).
Panel A: ANOVA-The effects of treatment groups on
students’ knowledge scores
Knowledge
post-test
scores
df
Mean
Square
F-
statistic
p-
value
Between
groups
2 24.49 4.74 .010
Within
g
rou
p
s
169 5.16
Total 171
Panel B: ANOVA-The effects of treatments groups on
students’ interest scores
Interest
post-test
scores
df
Mean
Square
F-
statistic
p-
value
Between
groups
2 .10 .57 .57
Within
g
rou
p
s
169 .18
Total 171
4.3 The Impact of the STOCKLAB
Game on Students’ Interest
H2 predicts that students will have a higher interest in
stock investment after playing STOCKLAB with
Explanation compared to students who use the
STOCKLAB without Explanation and Traditional
approach. H2 was not supported. Panel B of Table 3
shows insignificant main effect in the interest post-
test scores among the three groups, F (2, 169) = .57,
p = .57. Planned contrasts (see table 4) shows the
interest post-test scores of the STOCKLAB with
Explanation group do not differ significantly from the
STOCKLAB without Explanation, t (169) = -.82, p =
.42 and Traditional groups, t (169) = .20, p = .85.
These statistical results are supported by the effect
size analysis comparing the knowledge post-test
scores of the STOCKLAB with Explanation and
controls groups.
The effect size analysis shows a negligible effect
for the STOCKLAB with Explanation compared with
STOCKLAB without Explanation and Traditional.
These findings suggest that the three approaches are
equally effective for improving students’ interest in
stock investment in the capital market.
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58
Table 4: Planned contrasts by dependent variable.
Dependent
Variable
Experimental group (a) Comparison group (b)
Mean
difference
(a-
b
)
Std.
Error
p value Cohen’s d
Knowledge
STOCKLAB with
Ex
p
lanation
= 7.86
)
STOCKLAB without
Ex
p
lanation
= 6.86
)
1.00 .42 .02
a
.44
STOCKLAB with
Ex
p
lanation
= 7.86
)
Traditional
= 8.09
-.23 .43 .59 .10
Interest
STOCKLAB with
Explanation (µ = 4.27)
STOCKLAB without
Explanation (µ = 4.33)
-.06 .08 .42 .13
STOCKLAB with
Ex
p
lanation
= 4.27
)
Traditional
= 4.26
.01 .08 .85 .07
Note: Significant at the 0.05 level.
4.4 Student Feedback Survey
In addition to knowledge and interest assessments,
the present study surveys students’ perceptions of the
assigned approach. The means and standard
deviations of the STOCKLAB with Explanation,
STOCKLAB without Explanation, and Traditional
groups on the five Likert-scale items (with some
items reversed scored) are 4.26 (SD = .52, n = 58),
4.27 (SD = .43, n = 58), and 4.01 (SD = .52, n = 56),
respectively. These indicate that students’
perceptions of the assigned approach were generally
positive. However, the results of ANOVA revealed a
statistically significant difference at the p < .05 level
in survey item scores for the three groups: F (2, 169)
= 3.08, p = .049. Planned contrast indicates no
statistical difference in the item scores between the
STOCKLAB with Explanation and STOCKLAB
without Explanation, t (169) = -.19, p = .85.
Meanwhile, a significant difference is observed
between the STOCKLAB with Explanation and
Traditional, t (169) = 2.06, p = .04. These findings
suggest that students learning through game approach
(i.e., the STOCKLAB with and without Explanation)
demonstrate a higher level of level of agreement that
the game is an interesting way to study capital market
compared to the Traditional approach.
4.5 Discussion
The main purpose of this study is to examine the
effectiveness of STOCKLAB for improving students’
knowledge (H1) and interest (H2) in investing in the
capital market. To improve the internal validity of this
study and determine which approach work best, the
STOCKLAB with Explanation is compared with
STOCKLAB without Explanation and Traditional
approach with each having similar learning
objectives.
This study finds the three methods can be
effective in improving students’ knowledge and
interest in investing in the capital market. However,
the results of this study exhibit partial support for H1.
The students in the STOCKLAB with Explanation
group scored higher on knowledge post-test than
those in STOCKLAB without Explanation group.
These findings are consistent with the review studies
that show the effectiveness of the game approach can
be enhanced when it includes instructional supports
(Hays, 2005; O’Neil et al., 2005; Wouters & Van
Oostendorp, 2017). The knowledge about capital
market (e.g., capital gain, capital loss, stock split)
explained by the instructor during the game might
have prompted the students to form connections
between the knowledge and game actions. In contrast,
this study did not find the game approach with
explanation is more effective than Traditional in
enhancing students’ knowledge. This result is
contrary to the theory of abstract-interactive cognitive
complexity (Tennyson & Jorczak, 2008). The
inconsistent result is perhaps due to two factors. First,
the nature of the experimental design requires
students in the game groups to study more
information in the same amount time (i.e., both the
rules of STOCKLAB and the knowledge of the
capital market). Second, the problems appearing on
the test may focus on the lower-order thinking (i.e.,
memorization, understanding, and application. For
instance, Mr. X invested in stock for Rp100 million
in the beginning of year. If the stock has a fair value
Rp90 million in the end of year, calculate the realized
or unrealized profit/loss of Mr. X’s stock investment.)
rather than higher-order thinking (analyzing,
evaluating, and creating). The education literature
argue that educational simulation games are more
effective than traditional teaching methods for
fostering complex thinking skills (Bonner, 1999;
Fowler, 2006) such as complex decision making
(Pasin & Giroux, 2011), problem solving and critical
thinking (Lovelace et al., 2016; Yang, 2015), and the
higher-order thinking skills associated with Bloom’s
Using Educational Game for Improving Students’ Knowledge and Interest in Investing in the Capital Market
59
taxonomy (Anderson & Lawton, 2009; Kuang et al.,
2021; Zigmont et al., 2011).
The finding that students in the STOCKLAB with
Explanation group scored equally on the interest post-
test with students in the STOCKLAB without
Explanation and Traditional groups, does not lend
support to H2. The result is inconsistent with the
previous studies showing game is more effective at
increasing students’ interest in materials learned than
traditional approach (Knechel & Rand, 1994; Manero
et al., 2015). Upon reflection, it is possible that the
topic itself (i.e., stock investment in capital market) is
interesting for the students. A national survey shows
the young Indonesian (aged 17-29) considers a
financial self-sufficiency is one of the most important
factors for happiness (CSIS, 2017). A substantial
financial return potential from stock investment may
arouse students’ enthusiast to learn more about capital
market. A survey performed by Fintechnews
Singapore, (2020) found that the young Singaporean
(aged 18-23) ranked the bonds/stock (59%) as the
most preferred investment followed by real estate
(41%), and mutual funds (35%).
A feedback survey at the end of experiment shows
that students in the STOCKLAB with and without
Explanation group demonstrate a significantly higher
level of enjoyment with and enthusiasm to continue
to use the game than those in the Traditional group.
Special features of game-such as challenge,
competition, curiosity, and recognition- effectively
produce the affective effects for the STOCKLAB.
These effects, however, are insufficient to improve
students’ knowledge and interest higher than
Traditional approach. The emotion may affect the
long-term memory rather than the short one (Thomas
& Hasher, 2006). Studies find simulation games are
more effective than alternative learning methods in
promoting knowledge retention (e.g., Brom et al.,
2011; Curry & Brooks, 1971; Lucas et al., 1975). As
this study only performed an immediate knowledge
post-test, the long-term effect of the game was not
known.
5 CONCLUSIONS
This study investigates the effectiveness an
educational game called STOCKLAB for improving
students’ knowledge and interest in investing in the
capital market. This study argues that the game is
more effective than traditional approach (presentation
using power point) if it is used with combination of
explanation, —where an instructor explains the
educational contents of the game to the players—
during the game. The results show that STOCKLAB
with Explanation is more effective than STOCKLAB
without Explanation in assisting students in acquiring
knowledge about capital market, but it is as effective
as Traditional method. The three approaches are
equally effective in improving students’ interest in
investing in the capital market. However, students
learning through STOCKLAB with and without
Explanation reported a significantly higher level of
enjoyment with and enthusiasm to continue to use the
game than those in the Traditional group.
Taken together, the findings of this study imply
that STOCKLAB can be used as an alternative
approach to introduce capital market to the students if
it is coupled with explanation. The next steps include
assessing students’ higher-order thinking skills and
knowledge retention, and replicating the findings
with another simulation game, subjects, and topics.
These are crucial to enhance our understanding about
the efficacy of game-based learning and
generalization of this study.
ACKNOWLEDGEMENTS
This study has been fully funded by Universitas
Kristen Maranatha. We also thank to all the
instructors and universities involved in this
experiment, particularly to Siti Komariah and Ramlah
Puji Astuti.
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