Global Bike Go: SAP-Based Mini Business Simulation Games
Robert Häusler
1a
, Malte Rathjens
1
, Erik Werner
1
, Boris Gulyak
2
and Klaus Turowski
1
1
Magdeburg Research and Competence Cluster Very Large Business Applications,
Faculty of Computer Science, Otto-von-Guericke University Magdeburg, Magdeburg, Germany
2
Research Group Non-linear Partial Differential Equations and Geometric Analysis,
Faculty of Mathematics, Otto-von-Guericke University Magdeburg, Magdeburg, Germany
Keywords: Business Simulation Game, IS Education, Enterprise Resource Planning, Teaching and Learning
Environment, SAP S/4HANA.
Abstract: Education Service Providers try to support lecturers by offering standardized teaching and learning
environments (TLEs). With the help of Bloom’s taxonomy, learning environments can be described and
modified by creating, adding, or adjusting learning objectives and activities. The paper shows one possible
way to adjust SAP S/4HANA TLEs for the individual learning setup. The suggestion is to use mini business
simulation games (BSGs) to enhance learners’ motivation. These games can tap into the general play instinct,
impart knowledge in a playful and practice-oriented approach, give the possibility to try things risk-free and
use the positive aspects of game elements for learning success. Exemplary, the idea and implementation of
Global Bike Go: Explore Sales as one BSG is presented. Besides the game procedure, the systemic game
architecture is elaborated to emphasize flexibility and reusability on the implementation side. Even though
game aspects in learning arrangements could enhance the learning itself, gamification is not the Holy Grail
for good learning setups. There is a need e.g. to keep the initial motivation up and to impart the knowledge,
not just seeking rewards or simply playing the game without taking any learning success out of it.
1 INTRODUCTION
Due to ubiquitous digitalization and rapid IT
progress, the demand for Enterprise Resource
Planning (ERP) systems is increasing, as they
represent a success factor for companies (Sarferaz,
2023). Consequently, trained personnel are obviously
essential. However, the number of job vacancies
increases in many countries at the same time and the
shortage of skilled workers limits the growth of
companies (Gartner, Inc.). This makes it important to
focus on education and training but the challenge is
to use suitable concepts to convey process and
application knowledge in heterogeneous ERP
education (Brehm et al., 2009; Leyh et al., 2012;
Leyh, 2017; Winkelmann and Leyh, 2010). In this
field, SAP plays a key role as one of the leading ERP
software providers.
Education Service Providers (ESPs) try to support
lecturers and trainers (Prifti et al., 2017) by offering
standardized teaching and learning environments
a
https://orcid.org/0000-0002-2534-6070
(TLEs) consisting of a system, a model company, and
teaching materials (Häusler and Bosse, 2018).
Exemplary ESPs in the SAP domain are the SAP
University Competence Centers (UCC). They
provide curricula with theoretical and practical
materials as well as supporting tools and services
besides essential access to software, platforms, or
infrastructures. In the field of ERP teaching, the case
study method is prevailing until now (Leyh, 2017;
Leyh et al., 2012) but faces limitations in generating
motivation and providing incentives (Häusler et al.,
2021) but also in reaching sufficient levels of
cognitive learning according to Bloom’s Revised
Taxonomy (Anderson and Krathwohl, 2021).
This leads to the following research question
(RQ): How can an existing SAP-based TLE be
extended to cover additional learning objectives
and increase intrinsic motivation?
Various investigations have shown that
educational games can bridge these gaps (Fischer et
al., 2017; Hamari et al., 2016; Jacob and Teuteberg,
2017; Lukita et al., 2017) via more involving learning
868
Häusler, R., Rathjens, M., Werner, E., Gulyak, B. and Turowski, K.
Global Bike Go: SAP-Based Mini Business Simulation Games.
DOI: 10.5220/0013483600003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 868-875
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
environments, self-effective learning options, and fun
elements. A well-known and established collection of
business simulation games (BSGs) in the field of ERP
systems is ERPsim, which has been used in education
since 2004 (Hwang, 2018; Léger, 2006; Léger et al.,
2010; Leyh, 2017; Utesch et al., 2016). But what if
existing BSGs do not fit into the highly individualized
TLEs of lectureres? ERPsim, for example, is widely
but differently used all over the world (Häusler et al.,
2024). The reasons can vary, e.g. how the educational
area is structured, and which teaching methods are
mainly used there. Regarding the games themselves,
the scope, as well as scale (number of scenarios),
complexity, or learning objectives are crucial aspects.
However, causal research should not be part of this
work, instead, it will be about additional, flexible
possibilities on the lecturers’ side.
2 BACKGROUND
The following section examines the background and
introduces the exemplary research subject. First, an
outline of BSG theory is given. Bloom’s Taxonomy,
including its two-dimensional matrix, is then briefly
introduced. It provides the basis for classifying and
describing an exemplary TLE. In this way, the actual
and target states can be compared.
The approach of this paper is to show a feasible
option to individualize, flexibalize, enrich, and extend
TLEs by adding suitable learning objectives and
activities for the respective setting with the help of
Bloom’s Taxonomy. Mini BSGs could be one option
for implementing the desired extensions. This method
is exemplary, though not the only one to take. The use
of game elements in learning scenarios is widely
examined. To date, no final, definite evaluation of the
gamification approach as a whole has been conducted
and likely never will be, due to the variety of TLEs,
content, time scope, methodologies used, the
lecturer’s role, and the different teaching and learning
types (Martí-Parreño et al., 2016; Vergara et al.,
2023; Zahedi et al., 2021). Besides the uncertainty of
the game elements’ impact, it seems quite secure that
they have a positive one on the motivation of learners,
even if gamification should be critically viewed.
2.1 Business Simulation Games
BSGs are an educational teaching method that
enhances existing learning methodologies in various
contexts (Jacob and Teuteberg, 2017). The key aspect
of BSGs lies in simulating real-world business
processes, thus allowing participants to engage with a
virtual world that goes beyond merely theoretical
learning. This simulation-based approach enables
learners to experience and act within a risk-free
environment that mirrors reality, which is conducive
to experiential and active learning (Ulrich, 2002).
BSGs comprise four fundamental elements: a
model, a simulation, roles, and a set of rules. The
model encapsulates the game’s structural framework,
temporal sequence, and overarching guidelines for
play. The simulation acts as a proxy for the system or
circumstance under examination, which is usually
strongly abstracted for ease of interaction. Within the
context of BSG, this simulation typically manifests as
a market environment with one or more competitors.
In addition to several game rounds, a BSG
comprises an introduction and evaluation (La Guardia
et al., 2014). In the introductory phase, all necessary
content-related and organizational information is
communicated, and the game rules are explained.
After the introduction, participants dive into the game
world. During individual game rounds, four phases
reoccur for players: concrete experience, reflective
observation, abstract conceptualization, and active
experimentation and testing. Concrete experiencing
describes perceiving the constantly changing system
in each round. During reflective observation,
participants question and analyze the altered
circumstances created by the simulation. Abstract
conceptualization involves forming and testing
hypotheses about the existing system and the effects
of possible actions on it (Ulrich, 2002).
Finally, the course of the game rounds is
systematically analyzed and reflected upon together
with the game leader. This aims to reinforce the
respective learning objective of the BSG among the
participants so that, ideally, the acquired skills can be
transferred to the real world. This debriefing is
essential for the successful implementation of
simulation games (Ulrich, 2002).
2.2 Bloom’s Taxonomy
“In life, objectives help us to focus our attention and
our efforts [...]. In education, objectives indicate what
we want students to learn [...]” (Anderson and
Krathwohl, 2021). Hence, it is about how to support
the learners in achieving them. Curriculum
implementers oftentimes face externally given
objectives and have to design learning environments
aligned with these objectives. Frameworks like
Bloom’s Taxonomy for Learning, Teaching, and
Assessing may help lecturers with this creational
process. The revised version can be represented in a
two-dimensional table as shown in Figure 1.
Global Bike Go: SAP-Based Mini Business Simulation Games
869
Figure 1: Bloom’s Taxonomy and one possible representation of an SAP S/4HANA TLE.
The first dimension represents a hierarchy of
cognitive processes that build upon one another.
Remembering involves the basic recall of facts, terms,
concepts, or procedures, whereas understanding
requires comprehension and interpretation of the
meaning. Applying entails using knowledge in new or
familiar situations to solve problems, execute tasks,
or perform actions. Analyzing consists of breaking
down complex matters into smaller components to
identify relationships, patterns, or structures.
Evaluating involves making judgments about the
quality, value, relevance, or effectiveness of
information, arguments, or outcomes. Creating
represents the highest level of cognitive processes,
which involves generating new ideas or perspectives
through synthesis, reorganization, or transformation
of existing knowledge. The knowledge dimension
complements the cognitive process dimension. It
focuses on different knowledge types that learners
develop. Learning outcomes can be categorized based
on their content. In the cells of the table which
represent intersections between both dimensions,
learning objectives can be placed (explanation
follows in the next subsection). Based on this, the
educator can design activities to match the objectives.
At best, several categories should be covered for a
sustainable learning outcome.
2.3 SAP S/4HANA TLE
To make this taxonomy more tangible, the
“Introduction to SAP S/4HANA” TLE of the SAP
UCC Magdeburg serves as experimental object. The
model company included is a bicycle manufacturer
called Global Bike. The TLE gives a comprehensive
overview of integrated business processes while
covering different taxonomy dimensions. For each of
the S/4HANA modules like Sales and Distribution
(SD), Materials Management (MM), and Production
Planning (PP) there are associated ready-to-use
teaching and learning materials: Slide Sets, Exercises,
Case Studies, and Challenges. They are just named
here but will be explained later on. One possible
taxonomy representation for this TLE could be the
exemplary matrix which is depicted in Figure 1. The
learning objectives listed are typical in this area but do
not correspond to any objective standard due to their
subjective nature.
As can be seen in the matrix, objective 1 is mostly
about remembering and understanding factual
knowledge, whereas objectives 2 and 3 support
understanding conceptual as well as procedural
aspects. Objective 4 would therefore be located in
applying procedural knowledge. Subsequently,
lecturers could assign activities according to the
learning objectives. Slide sets are used to provide
theoretical basic knowledge about the respective
business process (and their transition to SAP
terminology) as well as the required master and
transactional data concept. The exercises mostly give
learners an insight into the IT system and the relevant
applications, but without creating any data. In the
introductory case study, the participants perform a
well-described business process on their own in the
system. The main aim is to provide the learners with a
broad knowledge of how to interact with the system.
Mostly each case study includes a challenge where the
learners can apply the acquired knowledge in a similar
but slightly different process without precise
instructions.
The matrix is highly individualizable and
dependent on the particular curriculum. The role of the
lecturer is decisive (Anderson and Krathwohl, 2021)
and the learning arrangement is of great importance
(Kern, 2003). Especially when using third-party
materials, the objectives must be clearly defined and
the activities need to be planned on this basis. This
makes it even more important for ESPs to offer
adequate curricula, solutions, and services that match
the lecturers’ needs and support their individual TLE.
But what if they have unique requirements or identify
gaps respectively potentials in their matrix? Using
Bloom’s Taxonomy model, this results in two
possibilities. On the one hand, additional activities can
be defined with different teaching methods, but
aiming at the same learning objectives. For example,
ERPsim (“learning of ERP and business concepts
while making decisions”) could replace case studies
CSEDU 2025 - 17th International Conference on Computer Supported Education
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and challenges because of the same purpose. On the
other hand, additional learning objectives could be
defined that support or extend the original ones. If
these objectives are not achievable with the existing
activities (ESP materials or solutions), additional
activities need to be defined here as well. Both
possibilities result in the need for ESPs to increase the
variety of new, innovative solutions and possibilities
offered while meeting the demands of educators.
To enrich the taxonomy matrix for this use case,
the TLE is extended based on the gaps that the SAP
UCC Magdeburg has already identified by gathering
feedback from the user community. In addition to the
four learning objectives depicted in Figure 1, two
more could be defined to cover a broader range.
Additional learning objective 1: Get to know
the S/4HANA system (login, Fiori Launchpad,
Fiori tiles, etc.) and take the first guided steps
since ERP systems are very complex.
Additional learning objective 2: Understand
simple market mechanisms and economic
backgrounds.
To answer the first part of the RQ (how to cover
additional learning objectives), further activities
imply the design of new or adaptive solutions.
However, ESPs are facing challenges in this regard
(Häusler et al., 2024), e.g., development costs. A
flexible, scalable, and therefore cost-efficient
approach would be ideal to handle individual
community requirements. The more flexible the
solution, the easier it is to integrate into individual
TLEs. Looking at the second part of the RQ (how to
increase intrinsic motivation), many publications
demonstrated that a game-based approach can foster
motivation. By bringing both aspects together, the
individual BSG as a service approach seems
promising (Häusler et al., 2024). This is a step
towards adaptive ERP education.
3 A GAME-BASED EXTENSION
As part of the so-called Global Bike Go initiative by
the SAP UCC Magdeburg, the S/4HANA TLE
(version 4.0) was enhanced with three simple,
independent mini BSGs: (1) Explore Procurement,
(2) Explore Production, (3) Explore Sales.
They extend the problem- and scenario-based
TLE (slide sets, exercises, case studies, challenges)
with game-based aspects to expand the offerings for
lecturers. The basic ideas were to create a new
learning experience with the main focus on simplified
business processes and to use gamification elements
to improve user engagement and learning success.
In each game scenario, different companies
(between 1 and 25) compete with each other. The
participants (learners) take on business management
decisions for their assigned company. They can be
assigned individually or in groups. As determined by
the lecturer, several successive rounds are played,
with one round always corresponding to one month.
Before the game starts, the participants familiarize
themselves with the respective scenarios, and any
comprehension questions are discussed with the
lecturer. After completing the last rounds and
announcing the rankings of the participants, a
debriefing is conducted together with the lecturer. At
this point, the course of the mini-games can be
recapitulated and analyzed.
The games complement the teaching and learning
materials of the MM, PP, and SD modules and depict
parts of the business processes covered in the
S/4HANA modules. The other materials included in
the respective module can be used independently of
the games. The name part Explore” already indicates
their low-complex and introductory character. The
games can be used as a connector between the
theoretical slide sets before taking a practical deep-
dive (case study) into a complex business process in
the S/4HANA system. The Explore games are only
intended to provide a (partial) introduction to
business processes, a basic understanding of simple
market mechanisms, an idea of the business field of
action, and to promote interest in the business
processes. However, the assumption is that especially
learners from non-specialized/other fields can be
provided with a simplified and thus facilitating access
to complex economic topics with the help of BSGs.
Additionally, one hypothesis is that learners will find
it easier to work through the case studies if they have
previously mastered the BSG because there is one
supplementary point of contact in the sense of
Bloom’s Taxonomy matrix. Furthermore, active and
playful activities as well as the simulation of real-
world processes should lead to an increase in
motivation among learners (Häusler et al., 2021;
Marinensi and Botte, 2022). Learners are offered
didactic variety through the games, which could lead
to increased motivation as well. According to
Prensky’s mini-games approach recommendation
(2008), the BSGs are highly simplified – with at most
two input parameters and consist of easy-to-
understand scenarios and rules. Contrary to ERPsim,
they have a short duration (45 to 90 minutes in
comparison to 3h+ ERPsim) and can be used flexibly,
independently, and with different objectives. Due to
their low complexity, they can be relatively easily
Global Bike Go: SAP-Based Mini Business Simulation Games
871
extended or changed demand-driven, as already
elaborated (Häusler et al., 2024).
In general, these innovative learning tools should
enable participants to interact with S/4HANA’s
features and operations within a simulated business
environment while continually improving their
decision-making and teamwork skills. All games
were built and structured similarly. The following
exemplarily shows the idea and implementation of
Global Bike Go: Explore Sales which was developed
first. In addition to the game procedure, the systemic
game architecture is presented to emphasize
flexibility and reusability on the implementation side.
4 Global Bike Go: EXPLORE
SALES
Global Bike Go: Explore Sales is a simple sales mini-
game. The ESP provides the game itself, a scenario
document, and instructions. As described in the
scenario, groups or individual players compete as
bicycle retailers for customers in a shared market. All
distributors buy the same bicycles under identical
conditions. The products and the perceived quality by
the customers are therefore the same. The only
difference between the bikes is the sales price set by
the players. By analyzing the sales results of the
current month (cf. Figure 2) and setting the sales price
for the next one, the overall goal is to maximize their
profits. After each round, stocks of all distributors are
replenished automatically, if the company has a
sufficient cash balance. As there is only one input
decision parameter, simple market mechanisms (such
as demand and supply as well as pricing) could be
better focussed on without getting lost in details.
4.1 Game Procedure
The participants make business decisions for the
company to which they are assigned in several
rounds, determined by the lecturer. Before the game
starts, the participants should familiarize themselves
with the scenario and discuss any questions with the
lecturer. After the game ends, the lecturer should
moderate a joint debriefing in which the progress of
the BSG is recapitulated and analyzed. To sum up, the
game follows one common and recommended
scheme: Briefing, Decision-making, Simulation, and
Debriefing/Evaluation (La Guardia et al., 2014).
4.2 System Implementation
To get a better understanding, this section explains
the technical build. The systemic game architecture is
depicted in Figure 3.
As can be seen, the game is fully integrated into
an S/4HANA system with a browser-based user
interface. The Global Bike Go Framework which is
based on the SAP-specific programming language
ABAP and the Open Data Protocol (OData) is located
in the S/4HANA backend. It is designed in such a way
that other mini-games can use the same logic and thus
be integrated easily in the future. Besides, to interact
with the backend components, the frontend consists
of two apps one for the player and one for the admin
which were developed in SAP UI5 and run in the
user’s browser (accessed via SAP Fiori Launchpad).
There are three classes in the Global Bike Go
Framework: Two general ones (Game Management
and Game Control) and the exchangeable game-
specific class. The game management class is
responsible for creating, managing, and deleting the
game instances, whereas the game control class is
used to administer all necessary game-specific
metadata and actions. It generates the required data
and controls the simulation of the next round. The
Game Control is technically implemented as an
abstract class that encapsulates methods relevant to
all games. It contains the three abstract methods
before_simulation, simulation, and after_simulation.
These are executed sequentially when a round is
simulated and must be implemented by the
corresponding
game-specific class, in this case
Figure 2: Exemplary results tab from (player’s view).
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872
Figure 3: Systemic game architecture of Global Bike Go.
Global Bike Go: Explore Sales. Both use the central
data memory Game Data via SQL, in which the meta
information of the games is stored (such as the name
of the game, information about the groups, and the
current simulation round).
The data required for the simulations is prepared
in before_simulation. This means that transactional
data is fetched from the corresponding system data
tables (e.g. stock level, number of sales), player input
values are processed, and, depending on this, further
actions are triggered in the system. In this specific
case among other things, pricing conditions are
updated and material stocks are replenished
automatically if necessary. The actual simulation
logic takes place in simulation. After_simulation
defines the result storage and the creation of
transactional data on the system side. Sales orders,
deliveries, and goods movements were created and
posted via Business Application Programming
Interfaces (BAPIs) using the standard functionalities
of the corresponding S/4HANA module (SD or MM).
All input values and game results were stored in the
Game-specific data memory read access via SQL.
To close the loop, an OData interface is used to
deliver the data from both storages to the frontend for
all users.
To sum up, the architecture was mainly built
component-based. All existing games follow this
structure. The high level of reusability reduces future
development costs. Another advantage of the modular
structure is that individual parts can also be easily
exchanged within the games (e.g. away from profit
maximization towards other target variables).
Anyway, simulation models are controversial in
general. For some people it is too simple, some may
wish other calculations with the same variables and
others would choose a completely different approach.
The good thing about modular design, it is relatively
easy to adapt or even replace.
4.3 Simulation Model
For the first version of Explore Sales, a non-complex
market model was created. It is based on two
simplified functions: a demand function (maps
amount of sales to the selling price) and a price
difference function (maps market share to price
differences). Figure 4 shows the simplified functions.
Figure 4: Schematic representation of market model parts.
The demand is a function of the price (left side)
which is monotonically decreasing. If this function is
multiplied by the profit per piece, the graph of the
potential profit has a unique global maximum
Global Bike Go: SAP-Based Mini Business Simulation Games
873
representing the optimal selling price for the single-
player game. Upon switching to multiplayer mode,
the optimal price will shift depending on the set prices
per company (simple differential sorting and
distribution algorithm). Thirdly, seasonal effects, like
public holidays or weather conditions of different
seasons, influence the monthly demand and are also
taken into consideration. These simple curves bring
competition and make the game playable.
Surprisingly, they cover a few real-world phenomena
like dumping.
5 CONCLUSIONS AND FUTURE
WORK
ESPs provide technology, instructions, materials, and
service (training) if this is wanted. They support the
lecturers to make teaching more attractive, while the
lecturers continue to act as implementers. This aspect
underlines the big and relevant role the lecturers have
which needs to be filled with good didactics and
patience. With the help of Bloom’s taxonomy, they
can modify the learning environment by creating,
adding, or adjusting learning objectives and activities.
When using a BSG in their TLEs, e.g. Global Bike
Go, briefing and de-briefing are crucial; getting to
know the game rules and the setup, reflecting and
analyzing the played simulation. The so far
implemented mini BSGs are all mainly built
component-based. This way, further games can be
developed faster, easier, and more sustainable by
reusing components. Exchanges and adjustments
within the games can be adapted with low(er) effort.
Even though game aspects in learning
arrangements could enhance the learning itself,
gamification is not the Holy Grail for good learning
setups. There is the need e.g. to keep the initial
motivation up and to impart the knowledge, not just
seeking rewards or simply playing the game without
taking any learning success out of it.
A first beta use of Explore Sales in teaching led to
a small study delivering the first findings and
generated positive feedback (Häusler et al., 2023).
The study setup and practical guidance for educators
can be found there. The first small evaluation of the
use of the BSG will be extended with the help of the
SAP UCC community. This will allow more data to
be collected and evaluated to assess the embedding
and impact of BSGs. A comparative evaluation with
existing serious gaming solutions such as ERPsim at
different levels could also be target-oriented. Two
more games have already been implemented, which
should be presented in further work: Explore
Procurement and Explore Production. The
combination of the games should be used following
the value chain to assemble the whole picture; the
output of one game is the input for the following.
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