scholarly journals Introducing ERP Concepts to IT Students Using an Experiential Learning Approach with an Emphasis on Reflection

2019 ◽  
Vol 11 (18) ◽  
pp. 4992
Author(s):  
Tina Beranič ◽  
Marjan Heričko

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.

2022 ◽  
Vol 4 (2) ◽  
pp. 1119-1123
Author(s):  
Yuwono Marta Dinata ◽  
Christian Tanjono ◽  
Rinabi Tanamal ◽  
Evan Tanuwijaya

Business simulation training has been conducted by the School of Information Technology, Information Systems Department, Ciputra University, using MonsoonSIM. The aim of this activity is to introduce the concept of Enterprise Resource Planning (ERP) to students through virtual business simulation game. This training was conducted online, due to to Covid-19 pandemic.  By using MonsoonSIM software, students can manage a virtual company and learn the company's business processes.  Learnings in this training were in the form of material module explanations, simulations, discussions, and evaluations.  This program was attended by students from Junior High School and Senior High School. Participants not only play individually to learn from the game experience, but also in a team to compete to be the best virtual company that can dominate the market within a predetermined period of time. By participating in this training, students can manage the operational processes of a virtual company, understand existing resources, and can make a company planning strategy in order to survive and grow.


2021 ◽  
Author(s):  
Christine Contessotto ◽  
Edwin KiaYang Lim ◽  
Harsh Suri

In this paper, we share insights from our experience of harnessing technologies to innovatively design a capstone experience for large cohorts of accounting students in hybrid and online environments, informed by insights from key stakeholder consultations and relevant research. To support scaffolded development of professional skills and identity in a short span of eleven weeks, we designed a coherent suite of experiential learning and assessment activities based on contemporary events, an Enterprise Resource Planning business simulation, employability skills training and authentic case studies. Consistently high student evaluations of this unit suggest that our students find this experience valuable. Student responses to the Graduate Attribute Scale in the Graduate Outcomes Survey have shown improvement following the introduction of the capstone unit.


2021 ◽  
Vol 11 (2) ◽  
pp. 46
Author(s):  
Maki K. Habib ◽  
Fusaomi Nagata ◽  
Keigo Watanabe

The development of experiential learning methodologies is gaining attention, due to its contributions to enhancing education quality. It focuses on developing competencies, and build-up added values, such as creative and critical thinking skills, with the aim of improving the quality of learning. The interdisciplinary mechatronics field accommodates a coherent interactive concurrent design process that facilitates innovation and develops the desired skills by adopting experiential learning approaches. This educational learning process is motivated by implementation, assessment, and reflections. This requires synergizing cognition, perception, and behavior with experience sharing and evaluation. Furthermore, it is supported by knowledge accumulation. The learning process with active student’s engagement (participation and investigation) is integrated with experimental systems that are developed to facilitate experiential learning supported by properly designed lectures, laboratory experiments, and integrated with course projects. This paper aims to enhance education, learning quality, and contribute to the learning process, while stimulating creative and critical thinking skills. The paper has adopted a student-centered learning approach and focuses on developing training tools to improve the hands-on experience and integrate it with project-based learning. The developed experimental systems have their learning indicators where students acquire knowledge and learn the target skills through involvement in the process. This is inspired by collaborative knowledge sharing, brainstorming, and interactive discussions. The learning outcomes from lectures and laboratory experiments are synergized with the project-based learning approach to yield the desired promising results and exhibit the value of learning. The effectiveness of the developed experimental systems along with the adopted project-based learning approach is demonstrated and evaluated during laboratory sessions supporting different courses at Sanyo-Onoda City University, Yamaguchi, Japan, and at the American University in Cairo.


2017 ◽  
Vol 12 (5) ◽  
pp. 159 ◽  
Author(s):  
Randa El Bedawy

Higher education plays a crucial role for developing responsible citizens and accordingly a key priority for educators should be how to prepare their students for contributing to society development. Traditional teaching methods have been insufficient to realize these aims and experiential learning has been recommended for supporting learning effectiveness in higher education as experiential learning plays a crucial role to complement the required capabilities. In business education,experiential learning has focused on the simulation of real world business practices. As experiential learning is a relatively new educational practical approach in Egypt, this study sheds the light on the rational process of experiential learning as well as the study aims to evaluate the benefits and obstacles that educators may face when implementing an experiential approach. The case study presents an experiential learning model based on a business simulation, reflecting its effectiveness to develop students’ learning process and learning outcome. Using qualitative analysis, the study investigates the responses of diverse undergraduate student teams to a business simulation as a new experiential learning approach. The study recommends that experiential learning approach has proven useful for supporting the business students’ effective learning.


2015 ◽  
Vol 29 (5) ◽  
pp. 379-395 ◽  
Author(s):  
Dina Williams

The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in its own right, the debate on the pedagogy of entrepreneurship education continues. The best results in entrepreneurship education are achieved when students are exposed to action-oriented experiential learning that encourages problem-solving, creativity and peer evaluation. Game-based learning is an emerging pedagogy that brings together the evolving nature of young learners and experiential learning. Grounded in the theory of experiential learning and action research methodology, this study investigates how a particular business simulation game, SimVenture, develops not only students' business and management skills but also their entrepreneurial attitude and values. The findings suggest that the business simulation allowed students to face their limitations, overcome some of them and make significant progress in their learning. Using SimVenture improved students' appreciation of business in general and the challenges entrepreneurs have to face in running a business.


2020 ◽  
Vol 8 (2) ◽  
pp. 34-39
Author(s):  
Diler Atrushi ◽  
Razwan M. Salah ◽  
Nawzat S. Ahmed

The unstable situation of some countries in Middle East have caused several crises. Many humanitarians Non-Governmental Organizations (NGOs) intervene to provide services to the affected groups. Good information management may have an effect on the project’s activities and the accuracy of decisions making, especially for organizations that have limited resource. This paper presents the integration of a Management Information System (MIS) and its' impact in a local organization operating in Duhok City, Kurdistan Region-Iraq (KRI), namely voice of older people and family (VOP Fam). The goal is to increase the quality of humanitarian work through good decision making and data management. Based on the System Usability Scale (SUS) result, the system includes many components as an Enterprise Resource Planning (ERP) and is used by the organization staff for managing and organizing their activities. This system is essential to provide knowledge and can bring together the management and the organization’s senior staff members to make decisions, collect the important information, and allow the donors and the staff of the NGO to follow work timely. The importance of the research lies in its contributes to highlighting the positive impact of integrating a computer-based information system (IS) in conducting humanitarian activities of NGOs in KRI. In addition, it will add a level of reliability to the NGO’s activities data and make it trustworthy. This study has concluded that Integrating IS in organizations can help in decision-making based on analyzing the aggregated data, and prepare more accurate reports in a short period. 


Author(s):  
Jadli Aissam ◽  
Mustapha Hain ◽  
Adil Chergui

Handwritten documents in an Enterprise Resource Planning (ERP) system can come from different sources and usually have different designs, sizes, and subjects (i.e. bills, checks, invoices, etc.). Given these documents were filled manually, they have to be inspected to detect various kinds of issues (missing signature or stamp, missing name, etc.) before being saved in the ERP system or processed by an OCR engine. In this paper, the authors present a transfer learning approach to detect issues in scanned handwritten documents, using an award-winning deep convolutional neural network (InceptionV3) and different machine learning algorithms such as Logistic Regression (LR), Support Vector Machine (SVM) and Naive Bayes (NB). The experiment shows that the combination of InceptionV3 and LR got an accuracy of 91.8% for missing stamp detection. This can allow using this approach in an ERP system as an automatic verification procedure in a document processing flow.


This paper discusses the use of Enterprise Resource Planning (ERP) systems as a teaching tool in Accounting Courses. Students can understand better the accounting cycle and business transaction processing by doing exercises and projects using the ERP system because it clearly shows the complete transaction cycle from the beginning to the end in a systematic and integrated way. Specifically, practical suggestions and usages in the class setting are illustrated based on the SAP system. This hands-on and active learning approach greatly enhances the learning of Accounting Courses such as financial and managerial accounting courses, finance courses, and information systems courses.


2013 ◽  
Vol 25 (2) ◽  
pp. 59-74 ◽  
Author(s):  
Timothy Paul Cronan ◽  
David E. Douglas

Critical to successful implementation and maximizing the potential benefits of enterprise resource planning (ERP) systems are knowledgeable and skilled users. Effective training for the required knowledge and skills is both difficult and challenging. Focusing on the assessment of ERP learning, this research develops learning constructs based on Kang and Santhanam’s (2003-4) collaborative application learning model. A valid and reliable ERP learning instrument that can be used to measure ERP learning and attitudes toward ERP is presented. The ERP learning instrument consists of three constructs (16 items) to measure ERP learning (business process knowledge, enterprise systems management knowledge, and transaction skills) as well as measures of attitudes toward ERP (instrument available from the authors at no cost) . The results of the study indicate that an ERP simulation game enhanced student learning and influenced student attitudes toward an ERP system.


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