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Serious games : leverage for knowledge management

Sandra BERTEZENE
Jacques Martin
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The current issue and full text archive of this journal is available at www.emeraldinsight.com/1754-2731.htm Serious games: leverage for Serious games knowledge management Caroline Bayart, Sandra Bertezene and David Vallat University of Lyon 1, Lyon, France, and 235 Jacques Martin Universite´ du Sud Toulon-Var, La Garde, France Abstract Purpose – The purpose of this paper is to investigate if the use of “serious games” with students can improve their knowledge acquisition and their academic performance. Design/methodology/approach – The research is an exploratory investigation resorting to the use of a serious game to evaluate the evolution of the students’ competencies in project management, through questionnaires processed using a structural “learning model.” Findings – This research shows indeed that the use of “serious games” improves the knowledge acquisition and management competencies of the students with the evidencing of significant factors contributing to this improvement. Practical implications – The findings of this research show that serious games can be an effective tool to be used in teaching students particularly as traditional methods are less and less accepted by today’s students. Originality/value – Although the use of games is not something new in education, it is still limited in teaching practices in higher education. This experiment can help lecturers and trainers to resort to them in their pedagogy and to conceive them according to variables that can enhance their effectiveness. Keywords Knowledge management, Knowledge acquisition, Serious games, Student competency improvement Paper type Research paper 1. Introduction The knowledge worker, whose main activity is to think (Davenport, 2005), is a key actor of the economy of knowledge (Drucker, 1959; Foray, 2009), itself at the heart of economic growth (Arrow, 1962; Romer, 1994). This is all the more true today as we witness the development of Creative Common licenses (guaranteeing at the same time copyright and free circulation; Lessig, 2004) or that of massive open online courses, MOOC (Friedman, 2013). Knowledge feeds innovation and labor productivity (Powell and Snellman, 2004; OCDE, 2012a, b), hence the interest of firms and organizations to invest massively in knowledge (OCDE, 1996, 1999, 2000; Wilson and Briscoe, 2004). Knowledge and its corollary education are the pillars of competitiveness in the framework of international competition (World Economic forum, 2012). The role of education and more particularly of universities consists in helping students in their apprenticeship so that they become knowledge workers. What teaching methods can be used to achieve this goal? In order to give some answers to this question, we have chosen to evaluate the nature of the impacts of a serious game on the acquisition of knowledge by students. If serious games have attracted attention in previous research, essentially qualitative (Malone, 1981; Eber, 2003), this research does not allow to The TQM Journal Vol. 26 No. 3, 2014 identify and understand the mechanisms according to which they influence the process pp. 235-252 r Emerald Group Publishing Limited of acquisition of knowledge (Egenfeldt-Nielsen, 2007; Wilson et al., 2009). This paper 1754-2731 presents a stage in the research to test the different techniques by professional publics. DOI 10.1108/TQM-12-2013-0143 TQM To carry out our demonstration, we will first analyze the works of Nonaka (1994) in 26,3 the field of knowledge management to understand the implementation of knowledge thanks to the use of serious games. This approach seems to be particularly relevant in the context studied as knowledge management is a resource for the firm, but also for the present or future employee since it is a means of assuring his/her employability and negotiating power in the firm (Pesqueux, 2010). We will then explain the field 236 research methodology, in our case a survey composed of two questionnaires administered to nearly 200 students before and after their participation in a serious game related to project management. The second part presents and analyzes the main results; the demonstration of the progress in knowledge on the one hand, and the factors of acquisition of academic knowledge on the other. 2. Theoretical and methodological framework of the research: developing knowledge thanks to games The purpose of this first part is to explain the place of serious games in knowledge management and to explain the game used and the questionnaires in order to know the role of the serious game in the acquisition of knowledge for the future knowledge workers. 2.1 Serious games at the service of knowledge management Knowledge management (Nonaka, 1991) consists in making knowledge emerge, circulate and being seized in order to favor innovation, creativity and to improve the performance and competitiveness of the organization (Tisseyre, 1999). According to Nonaka (1994): “Any organization that deals with a changing environment ought not only to process information efficiently, but also create information and knowledge.” One the major stakes of knowledge management is the transformation of tacit knowledge (uses, practices, not necessarily conscious) into explicit knowledge (formalized and transmissible). This model takes into account not only the transmission of the different forms of knowledge but also the conversion mechanism between tacit knowledge and explicit knowledge and conversely. With this objective in mind, Nonaka (1994) devised the SECI model (socialization, externalization, combination, internalization) which contains four processes. The first one, socialization, is about an informal sharing of experience (e.g. between master and apprentice). The second one, externalization, is about the formalization of tacit knowledge (through some model of formalization, e.g. a quality approach). The third one, combination, is about the construction of explicit knowledge from tacit knowledge. The fourth one, internalization, is the transformation of explicit knowledge into tacit knowledge through appropriation and akin to learning by doing. Understanding these different ways of knowledge acquisition in the firm permits to prepare students (the future knowledge workers) to the stakes of knowledge management, and even to make of them their own managers of knowledge to develop their action capacity or positive liberties (Sen, 1999). Information and communication technologies make a new relation to knowledge possible, where the fundamental question is no longer that of the acquisition of knowledge but that of its use (Serres, 2012; Oblinger and Oblinger, 2006). Firms now expect from knowledge managers that they contribute to developing an agile organization (Sarrazin and Sikes, 2013; Schwaber and Beedle, 2001) which operates in an uncertain, complex, ambiguous and volatile environment (a VUCA world: volatility, uncertainty, complexity, ambiguity, Johansen, 2007). Identifying, ranking, contextualizing, connecting, de-compartmentalizing knowledge are major competencies for future knowledge workers (Siemens, 2005, 2006; Levy, 2010). They can thus find intelligibility in the complexity of the world. Games permit to simulate complex situations. Without going back to the Chinese, Serious games war games (kriegspiel) have been practiced since the nineteenth century (Perla, 2011). These games aiming at being trained for decision making in complex situations and evaluating the impact of the decisions made in order to devise a strategy, have gradually been applied to the world of business (Gilad, 2009). Games are at the basis of apprenticeship (ludus in Latin, at the same time the game and the training place – school) and make them part and parcel of our culture 237 (Huizinga, 1988). We are not considering here an ontological approach of games (Caillois, 1958; Suits, 2005; Duflo, 1997; Sutton-Smith, 2001), but only see that they have been used for long in pedagogy with young children (Piaget, 1945) and that they are more and more used in universities (Sabin, 2007; Young et al., 2012). The use of games with an educational perspective was formalized as soon as 1970 under the name of serious games, whose definition was given by Abt (1970): “Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. A more conventional definition would say that a game is a context with rules among adversaries trying to reach objectives. We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.” The phrase serious games covers a very wide spectrum (Alvarez and Rampnoux, 2007) from advergames (for advertising purposes) to newsgames (for information) through edutainment (educational games). A serious game is a complex and dynamic system, composed of objects and actions evolving during the game depending on the rules and the actions of the players (Thomas et al., 2011). There are two kinds of games (Sanchez et al., 2011). Either the student plays and acquires knowledge unrelated to the rules of the game, or the acquisition of knowledge is the very aim of the game. Serious games permit a contextualized apprenticeship (Shaffer et al., 2005), favouring autonomy, initiative and complex and critical decisions, especially when involving numbers (Dickey, 2005). From the elements provided by the literature, we propose a model aiming at deepening the study of the link between the interactivity made possible through the use of serious games and the perceived performance of the students’ apprenticeship. We try to show that this link is not direct and that the variables (such as the attractiveness of the pedagogy and the level of interest in the student) interact. The model is presented in Figure 1. Perceived quality of pedagogy Perceived Interactivity with performance of teachers learning Figure 1. Interest of The research students model tested TQM On the basis of this model, we started from the following central hypothesis: serious 26,3 games in Abt’s sense are an effective leverage tool to transform explicit knowledge into tacit knowledge (learning by doing), leading to a work of appropriation (internalization) (Nonaka, 1994). Upon this hypothesis, we have different sub-hypotheses: H1. The interactivity with the teacher proposed during the serious games increases 238 the attractiveness of the pedagogy through games. H2. The interactivity with the teacher proposed during the serious games increases the interest of students for the subject taught. H3. The interactivity with the teacher proposed during the serious games has a positive impact on the perceived performance of the apprenticeship. H4. The interest of the students during the game has a positive impact on the perceived performance of the apprenticeship. H5. The interest of the students during the game increases the perceived quality of the pedagogy. H6. The perceived quality of the pedagogy has a positive impact on the perceived performance of the apprenticeship. The following part explains the methodology used to study the progress of knowledge of the students toward a profile of knowledge worker through a process of internalization thanks to the game. 2.2 Methodology of collection and analysis of the data In this part we will present the content and objective of the serious game used and the methodology used. 2.2.1 A criminal inquiry to learn about project management. Our serious game is not a free and exploratory game; it is a role game with rules and a finality (Caillois, 1958) proposed to students in their second year of a two-year degree in “marketing techniques” at the Institute of Technology of the University of Lyon in France. “Impossible inquiries” have been chosen by the lecturer both for their entertaining character and the opportunity they offer to learn about the concepts of project management. The group of 196 students was divided into 24 teams composed of eight or nine students. Each team is a detective agency and each agency has got to solve a case related to one of the two inquiries proposed, to see how knowledge progresses among the students. The first inquiry is about a hunting accident y or murder and the objective is to find out who the murderer is and what the motivation is. The second inquiry is about a girl who has disappeared and the objective is to find out what happened. Each inquiry lasts for two days. At the end of each half-day the students have to report to two lecturers the state of the inquiry. Depending on how they have progressed, they are given a number of clues. Even if the students do not get the same clues at the same time, in the end they all have the same clues. These briefing and de-briefing sessions give the lecturers the opportunity to give the students information about a number of subjects: how to deal with a lot of data in a short time, how to lead a project and organize it in an effective way, whether to re-orient or abandon a particular Serious games project depending on the evolution of the environment. The solution to the riddle is given to all the students at the same time. Finding the solution is not the main aim of the game, the work method and the tools used are what is evaluated according to pre-defined criteria. For each criterion the students provide a written work handed over to the lecturers at the end of each half-day. 2.2.2 An on-line questionnaire to limit non-responses. Web surveys permit to get in 239 touch with the students rapidly. They are not costly and do not take too much time as the answers are input directly by the students. The collection and processing of the information is fast and easy. And this medium also permits a great interactivity and an automatic control of the validity of the answers. As the students can answer the questions when and wherever they like, it is also less constraining. 2.2.3 The administration of the questionnaires in two stages. The students have attended a course on project management before the game so that they are supposed to apply what they have learnt. That is why we have evaluated their knowledge in this field before their participation in the game. In total, 27 closed questions were asked where they could only answer “true or false.” In all, 131 students out of 196 answered the questionnaire, but only 114 questionnaires were complete and could be exploited; a final response rate of 58.2 percent. After the game, the students were asked to answer a second questionnaire in two parts: the same 27 questions as in the first questionnaire and 21 questions destined to understand better the perception of the game by the students and how this tool could have an impact on their apprenticeship. Some general questions were also asked to identify the sex, the origin (school) and how familiar they were with games. Finally the response rate was lower than for the first questionnaire; only 99 students tried to answer the questionnaires (with 14 incomplete responses), the final response being 50.5 percent. More than two-thirds of the respondents to the second questionnaire (76.2 percent) had also answered the first one. Females are a little more present in the sample (77 percent) but the difference is not significant ( p-value ¼ 14.2 percent; see Appendix 1). The origin of the students is not a discriminating variable either, the distribution of the respondents is similar to that of the whole group of students ( p-value ¼ 10.8 percent; see Appendix 2). There is a little significant relation between the grade obtained at the high-school diploma (baccalaure´at) and the respondents ( p-value ¼ 6.7 percent; see Appendix 3). Concerning the academic level of the respondents, no difference appears between the average obtained by the respondents and the whole group (12.12 vs 12.93, p-value ¼ 38.7 percent; see Appendix 5). However, the average mark obtained for the third semester by the respondents is significantly higher than that for the whole group (12.754 vs 12.33, p-value ¼ 0.23 percent; see Appendix 6). Therefore we can only infer that the students who had a better mark for the third semester were more willing to take part in the study. 2.2.4 The “operationability” of the variables. The interaction with the teacher and the interest of the students during the game are considered as formative variables and measured according to the scales proposed by Paswan and Young (2002): Q1: The teacher encourages the students to express their opinions. Q2: The teacher is receptive to new ideas and different points of view. Q3: The students have the opportunity to ask questions. Q4: The teacher stimulates group discussion. TQM Q1: You were interested in learning the rules of the game. Q2: You were interested in learning the concepts of project management. 26,3 Q3: You were generally attentive during the game. Q4: You think that the game was an intellectual stimulus. Q5: You have become more competent in the field studied (project management). The perceived quality of the pedagogy and the perceived quality of the apprenticeship 240 are formative variables measured with the indicators proposed by Young et al. (2003). Globally, this pedagogical game was: Q1: ineffective/effective; Q2: useless/useful; Q3: unsatisfactory/satisfactory; Q4: bad/good. Q1: I acquired knowledge in project management. Q2: I developed competencies in project management. Q3: I understand project management better. Q4: I am able to apply the concepts of project management. Q5: I would like to learn more about project management. Each question is marked on a Likert scale from 1 (totally disagree) to 7 (totally agree). Structural equations and their analysis will be used to evaluate this model as we need to test complex causal models with several latent variables. We will use the PLS method, based on the analysis of variances, which permits to modelize the data with a series of multiple regressions translating the existence and the strength of the relations between the variables. This method is justified by the fact that the research is exploratory, that the sample size is relatively small and that our model is partial (Tennenhaus, 1998). It is indeed only part of a more global model where other explanatory variables can be considered. According to Chin (1998), an empirical rule imposes to have a number of observations superior to ten times the number of structural relations and ten times the number of indicators of the most complex formative variable, which is the case in this study (86 respondents, seven structural relations and five indicators maximum for the formative variables). 3. Presentation and analysis of the results of the research The study with the questionnaires provides two types of interesting results. On the one hand there is a real progress in knowledge whereas the students do not always have the feeling they acquire competencies. On the other hand we observe that the interactivity and the pleasure caused by the game could be at the origin of the academic progress observed. 3.1 The progress of tacit knowledge: a step toward internalization In order to understand the impact of the game on the students’ learning process, we compare the marks obtained for the test by the students before and after the game. The results first show that the level of the students in project management is quite satisfactory (19-20 good answers to the 27 questions). Then we observe that the knowledge of the students has improved during the game. Based on the sample of students who answered both questionnaires, the average mark has significantly increased ( p-value ¼ 1 percent; Appendix 7). This is in keeping with the conclusions of experiments carried out in the literature. Various studies show indeed that games allow a progress in knowledge (Shaffer et al., 2005; Dickey, 2005; Simon, 2005) and also of procedural knowledge, that is competencies that the student can hardly describe but that he can master (Sanchez, 2011). However, by segmenting the sample of respondents into two groups, we observe Serious games that the knowledge of the students whose academic mark was lower (inferior to the group’s average mark) have not progressed during the game (mark from 20.6 to 20.2, not significant). But the students whose mark was higher than the group’s average have progressed (19.56-20.84, p-value ¼ 00.4 percent; Appendix 8). So it seems that the game is mainly profitable for the “good” students. The marks clearly show the progress in knowledge. The students feel that they 241 have been intellectually stimulated during the game and the majority of them recognize having been very attentive during it. Yet few think that they have gained more knowledge and competencies with the game (36 percent). These results are confirmed by the analysis of the perceived benefits of the game. A third of the students feel that they understand project management better and would like to learn more but only 19 percent think they have acquired competencies and less than 17 percent think they have acquired knowledge in the subject at the end of the game. This paradox could be explained by three factors (Bierly et al., 2000): the teachers did not explain sufficiently the objective of the game so students cannot evaluate their results properly; the teachers operated too small a transfer of knowledge during the game, so the students feel they did not learn much; the limited organizational capacity and the lack of method of the students limit the feeling of progress. The gap between the objective progress and the perceived progress could be reduced by acting on the different parameters of the game with a better integration of the pedagogical aspects into the game (Malone, 1981; Malone and Lepper, 1987; Habgood et al., 2005; Egenfeldt-Nielsen, 2006), the improvement of the sequences of the game, notably the “de-briefing” sessions. Fanning and Gaba (2007) showed that this stage is essential for the effectiveness of serious games as it permits to move from knowledge applicable to the game, to knowledge applicable to different contexts. De-briefing is then a major tool in the externalization process. 3.2 Interactivity and enjoyment: two factors of knowledge acquisition In the survey after the game we tried to know how the students perceived the game. We asked them 21 questions classified under five themes. Each question is marked on a Likert scale from 1 (absolutely agree) to 5 (absolutely disagree). The items were borrowed from tested and validated work in cognitive psychology. Among those questions, some aimed at measuring the interaction between students on the one hand, and between students and teachers on the other. Such information is useful to appreciate the positive impact of games in relationships with others (Simon, 2005). This interactivity between students and with teachers allows the implementation of an “active” pedagogy where the student contributes to learning by participating in the creation of knowledge (Blasco-Arcas et al., 2013). It has been demonstrated that students learn better when they take part in the learning process (Prince, 2004). Knowledge and experience are shared so that students develop interdependence fostering a critical outlook and encouraging them to participate, explain and justify their point of view. Therefore they are more committed, and enjoy playing the game. This commitment has got many aspects, which can be behavioral, emotional and cognitive (Fredericks et al., 2004). In any case this commitment is, at least partly, determined by the relations an individual establishes with the environment. Thus the change generated by the methods of active pedagogy modifies the perception of the students and impacts their level of commitment. Commitment is an important variable in the TQM learning process (Ahlfeldta et al., 2005; Furlong and Christenson, 2008). This 26,3 situation increases the probability that the whole group learns project management (Soller, 2001). The interactivity was perceived by three-fourth of the respondents. Our model explains more than 29 percent of the students’ interest for the game and it is precisely interactivity with the teacher that explains this result (the “perceived difficulties” 242 variable is not significant, Table AI). Interactivity also plays an important role in the perceived quality and performance of the learning process. The model explains 51.2 percent of the perceived quality of the pedagogy where the students’ interest has the strongest impact followed by the interactivity with the teacher (Table AII). The model also explains 65 percent of the perceived performance of the learning process with three variables contributing significantly: the students’ interest and the perceived quality of the pedagogy followed by once again the interactivity with the teacher (Table AIII). Another point deserves being underlined: the students enjoyed playing the game. In total, 91 percent found it entertaining and 69 percent found it satisfactory. Playing a game causes pleasure among the players (Shaftel et al., 2005) as it offers the possibility to interact, to collaborate, to feel committed and to face challenges while controlling the situation (Sanchez et al., 2011). It is thanks to these virtues that games are relevant to fight against school failure and pathologies (Wilson et al., 2006). In our case, the pleasure to play stimulated motivation and acted as leverage to acquire knowledge. 3.3 The benefits of the research: reliability and validity of the variables The methodology usually used to test the model comprises three stages: ensure that the supposed links between the variables exist, test the validity of the measurement model, then of the structural model in order to verify the hypotheses formulated. The significance of the coefficients is evaluated following a bootstrap, a method consisting in replicating the estimate of the model on a big number of samples randomly constructed from the data collected (here, 205 samples of 86 individuals). Table I sums up the essential characteristics of the model. The correlations between the latent variables of our model supposed to be linked exist and are significant. In the case of the formative variables, it is not necessary to test the internal coherence of the measurement scales with Cronbach’s a coefficient as the indicators are supposed not to co-vary (Nunnally and Bernstein, 1994). Nevertheless we need to analyze the cross-loadings matrix which corresponds to the results of an exploratory analysis with principal components in order to check that the most important factorial weights of each indicator are really linked to the corresponding variable. This is Correlations Interactivity Interest Perceived Performance with of quality of of learning Mean SD teachers students pedagogy process Table I. Interactivity with teachers 2.09 0.755 1 The essential Interest of students 2.49 0.977 0.371 1 characteristics Perceived quality of pedagogy 2.35 0.954 0.419 0.664 1 of the model Performance of learning process 3.15 0.845 0.286 0.549 0.53 1 globally the case in our study (except for the variables ECH2, ATT4 and INTER3, but Serious games the gaps are not very big) as shown in Table II. We also check that the indicators significantly contribute to the formative construct. For that, we observe the critical ratio, which corresponds to the value of the t-test which must be more than two to be statistically significant (Table III). After the bootstrap procedure, we see that three indicators have non-significant contributions in relation to their latent variable (ECH2, ATT4, INTER3). This could 243 Interactivity Attractiveness Interest of Performance of with teachers of pedagogy students learning process ECH1 0.537 0.264 0.245 0.172 ECH2 0.112 0.127 0.006 0.013 ECH3 0.673 0.317 0.275 0.266 ECH4 0.755 0.302 0.343 0.313 ATT1 0.363 0.963 0.662 0.735 ATT2 0.398 0.808 0.605 0.545 ATT3 0.173 0.333 0.293 0.191 ATT4 0.15 0.186 0.216 0.05 INTER1 0.119 0.336 0.341 0.151 INTER2 0.236 0.382 0.529 0.39 INTER3 0.312 0.175 0.284 0.107 INTER4 0.237 0.439 0.529 0.322 INTER5 0.452 0.668 0.975 0.759 Table II. PERF1 0.285 0.655 0.647 0.851 Links between the PERF2 0.346 0.534 0.68 0.82 most important PERF3 0.415 0.604 0.592 0.83 factorial weights and PERF4 0.26 0.666 0.642 0.847 the corresponding PERF5 0.3 0.382 0.456 0.585 latent variables Manifest External weight Critical Latent variable variables (Bootstrap) SD ratio (CR) Interactivity with teachers ECH1 0.479 0.226 2.38 ECH2 0.079 0.247 0.452 ECH3 0.606 0.142 4.756 ECH4 0.692 0.162 4.669 Attractiveness of pedagogy ATT1 0.946 0.03 32.287 ATT2 0.791 0.081 9.963 ATT3 0.322 0.13 2.562 ATT4 0.171 0.187 0.998 Interest of students INTER1 0.294 0.147 2.317 INTER2 0.509 0.12 4.404 INTER3 0.247 0.155 1.834 INTER4 0.499 0.137 3.863 INTER5 0.956 0.031 31.61 Performance of learning process PERF1 0.838 0.061 13.871 PERF2 0.808 0.064 12.777 PERF3 0.804 0.059 14.004 PERF4 0.832 0.068 12.459 Table III. PERF5 0.572 0.088 6.62 Critical ratios TQM be due to the fact that the phrasing of the items may not be quite relevant or that the 26,3 students did not quite understand them. The PLS method gives the Goodness of Fit (GoF) as indicator of adjustment of the model. The nearer 1 the latter is, the more the model is confirmed by the data. Finally we must check that the values before and after the bootstrap are not too different to conclude if the model is stable (Table IV). 244 The GoF is 0.432, very close to its bootstrap estimate. The relative GoF and those based on the internal and external models are very high and tend to translate a good quality of adjustment of the model to the data. Once the measurement model has been studied, the structural model must be analyzed to validate the hypotheses of the study. This validation depends on the importance and the significance of the structural relations obtained. The determination coefficients (R2) account for the explained variance of the latent variables. Here too, they must be more than two, which is shown in the results (Table AI, AII, AIII) and which is summed up in Figure 2. Apart from the progress in knowledge, there is a link between the interactivity proposed by the game and the perceived performance of the learning process, but this relation is not very strong. The quality of the pedagogy and the interest of the students for the game also contribute to explain the perceived performance. The relations are complex and other variables can contribute to explain the perceived quality of the learning process, such as the pleasure to play. 4. Conclusion Students are future “knowledge workers” that can be trained through “serious games” used as leverage for transforming explicit knowledge into tacit knowledge and develop learning by doing. The model we have used shows the link between interactivity and perceived performance of the learning process. The results show progress of the students in the subject studied. This progress is due, at least partly, to the interaction among students and with teachers, as well as the enjoyment the students derived from GoF GoF (Bootstrap) SD Critical ratio (CR) Absolute 0.432 0.445 0.032 13.674 Relative 0.782 0.751 0.049 16.073 Table IV. External model 0.869 0.855 0.041 21.164 GoF Internal model 0.9 0.878 0.032 28.356 Perceived quality of pedagogy R 2=51.2% Perceived Interactivity with performance of teachers learning R 2=65% Figure 2. The results of Interest of students the research R 2=29.5% the game. The quality of the pedagogy and the interest of the students for the game also Serious games contribute to explain the perceived performance. There should be, however, other variables that ought to be investigated to explain this progress in knowledge acquisition. 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Sex of the respondents Population 1: 132 Sample size 1: 196 Population 2: 49 Sample size 2: 64 Supposed difference (D): 0 Variance: p1q1/n1 þ p2q2/n2 Significance level (%): 5 z-Test for two proportions/bi-lateral test: 95 percent confidence interval around the difference of proportions: ] 0,215; 0,031 [Difference 0.092 z (observed value) 1.471 z (critical value) 1.960 p-value (bi-lateral) 0.141 a 0.05 Interpretation of the test: H0 : The difference between the proportions is equal to 0. Ha : The difference between the proportions is different from 0. Given that the p-value calculated is superior to the a significant threshold ( ¼ 0.05), the null hypothesis H0 cannot be rejected. The risk of rejecting the null hypothesis H0 if it is true, is 14.03 percent. Appendix 2. School origin of the respondents Independence test (w2): w2 (observed value) 4.453 w2 (critical value) 5.991 DDL 2 p-value 0.108 a 0.05 Given that the p-value calculated is superior to the a significant threshold ( ¼ 0.05), the Serious games null hypothesis H0 cannot be rejected. The risk of rejecting the null hypothesis H0 if it is true, is 10.79 percent. Appendix 3. The grade at the baccalaure´at of the respondents Independence test (w2): w2 (observed value) 5.414 w2 (critical value) 5.991 249 DDL 2 p-value 0.067 a 0.05 Given that the p-value calculated is superior to the a significant threshold ( ¼ 0.05), the null hypothesis H0 cannot be rejected. The risk of rejecting the null hypothesis H0 if it is true, is 6.67 percent. Appendix 4. Having a high grade at the baccalaure´at Population 1: 148 Sample size 1: 196 Population 2: 57 Sample size 2: 64 Supposed difference (D): 0 Variance: p1q1/n1 þ p2q2/n2 Significance level (%): 5 z-Test for two proportions/bi-lateral test: Confidence interval (95 percent) around the difference of proportions: ] 0,233; 0.038 [ Difference 0.136 z (observed value) 2.729 z (critical value) 1.960 p-value (bi-lateral) 0.006 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 0.63 percent. Appendix 5. The mark in project management Descriptive statistics: Observations Observations with missing data Observations without missing data Missing variables Minimum Maximum Mean SD Total Nico 196 0 196 0,000 16,050 11,916 1,931 Comparison 64 0 64 8,990 15,490 12,122 1,546 z-Test for two independent samples/bi-lateral test: 95 percent confidence interval around the difference of means: ] 0.671; 0.260 [ Difference 0.206 z (observed value) 0.866 |z| (critical value) 1.960 p-value (bi-lateral) 0.387 a 0.05 Given that the p-value calculated is superior to the a significant threshold ( ¼ 0.05), the null hypothesis H0 cannot be rejected. The risk of rejecting the null hypothesis H0 if it is true, is 38.66 percent. TQM Appendix 6. The average mark in the third semester z-Test for two independent samples/uni-lateral test ( left): 26,3 95 percent confidence interval around the difference of means: ] -Inf; 0.168 [ Difference 0.402 z (observed value) 2.832 250 z (critical value) 1.645 p-value (uni-lateral) 0.002 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 0.23 percent. Appendix 7. Evaluation z-Test for one sample/uni-lateral test (right): 95 percent confidence interval around the mean: ] 0.216; þ Inf [ Difference 0.734 z (observed value) 2.330 z (critical value) 1.645 p-value (uni-lateral) 0.010 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 0.99 percent. Appendix 8. Evaluation according to the segments t-Test for two paired samples/uni-lateral test ( left): 95 percent confidence interval around the difference of the means: ] -Inf; 0.661 [ Difference 1.250 t (observed value) 3.568 t (critical value) 1.681 DDL 43 p-value (uni-lateral) 0.000 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 0.04 percent. Appendix 9. Marks of girls vs boys (S3) t-Test for two independent samples/bi-lateral test: 95 percent confidence interval around the difference of the means: ] 0,035; 1.157 [ Difference 0.596 t (observed value) 2.122 |t| (critical value) 1.999 DDL 62 p-value (bi-lateral) 0.038 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the Serious games null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 3.78 percent. Appendix 10. Marks for the game for girls Observations Observations with missing data Observations without missing data Missing variables Minimum Maximum Mean SD Mark before 49 0 49 12,000 24,000 19,878 2,705 251 Mark after 49 0 49 13,000 25,000 20,857 2,566 t-Test for two paired samples/bi-lateral test: 95 percent confidence interval around the difference of the means: ] 1,675; 0.285 [ Difference 0.980 t (observed value) 2.834 |t| (critical value) 2.011 DDL 48 p-value (bi-lateral) 0.007 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 0.67 percent. Appendix 11. Marks for the game for boys Observations Observations with missing data Observations without missing data Missing variables Minimum Maximum Mean SD Mark before 15 0 15 14,000 24,000 20,000 2,268 Mark after 15 0 15 16,000 23,000 19,933 2,492 t-Test for two paired samples/bi-lateral test: 95 percent confidence interval around the difference of the means: ] 1,464; 1,597 [ Difference 0,067 t (observed value) 0.093 |t| (critical value) 2.145 DDL 14 p-value (bi-lateral) 0.927 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we cannot reject the null hypothesis H0. The risk of rejecting the null hypothesis H0 if it is true is 92.69 percent. Appendix 12. Use of video games Independence test (w2): w2 (observed value) 21.651 w2 (critical value) 7.815 DDL 3 p-value o0.0001 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we must reject the null hypothesis H0, and retain the alternative hypothesis Ha. The risk of rejecting the null hypothesis H0 if it is true is inferior to 0.01 percent. TQM Appendix 13. Use of stage games Independence test (w2): 26,3 w2 (observed value) 1.844 w2 (critical value) 7.815 DDL 3 p-value 0.605 252 a 0.05 Given that the p-value calculated is inferior to the a significance level ( ¼ 0.05), we cannot reject the null hypothesis H0. The risk of rejecting the null hypothesis H0 if it is true is 60.55 percent. Interest of students R2 R2 (Bootstrap) Critical ratio (CR) Table AI. 0.223 0.295 2.956 Structural model: Structural coefficients Value Value (Bootstrap) Critical ratio (CR) interest of Interactivity with teachers 0.428 0.454 5.413 the students Perceived difficulties 0.163 0.155 0.898 Perceived quality of pedagogy R2 R2 (Bootstrap) Critical ratio (CR) Table AII. 0.479 0.512 6.38 Structural model: Structural coefficients Value Value (Bootstrap) Critical ratio (CR) perceived quality Interactivity with teachers 0.294 0.313 6.817 of pedagogy Interest of students 0.507 0.502 10.852 Performance of apprenticeship R2 R2 (Bootstrap) Critical ratio (CR) 0.631 0.66 10.749 Table AIII. Structural coefficients Value Value (Bootstrap) Critical ratio (CR) Structural model: Interactivity with teachers 0.199 0.216 6.757 perceived performance Interest of students 0.373 0.369 13.272 of apprenticeship Perceived quality of pedagogy 0.364 0.361 14.498 Corresponding author Dr Jacques Martin can be contacted at: jma.martin@wanadoo.fr To purchase reprints of this article please e-mail: reprints@emeraldinsight.com Or visit our web site for further details: www.emeraldinsight.com/reprints