TEACHERS INTERPRETATION OF PEDAGOGY IN THE FACE OF … · 2019-08-26 · Teachers’ interpretation...
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TEACHERS’ INTERPRETATION OF PEDAGOGY IN THE FACE OF IMMERSIVE
EDUCATIONAL SIMULATIONS
Shane Thomas Weir
DipBus, D.DipVET/TDD, BEd(Sec)(Hons)
Submitted in fulfilment of the requirements for the degree of
Doctor of Philosophy
Faculty of Education
Queensland University of Technology
2019
Teachers’ interpretation of pedagogy in the face of immersive educational simulations i
KEYWORDS
Business education, Economics and Business, digital disruption, digital technologies,
disruptive technologies, educational simulations, educational technology, immersive
educational simulations, pedagogical practice, signature pedagogy, teacher belief
ii Teachers’ interpretation of pedagogy in the face of immersive educational simulations
ABSTRACT
This study investigated how teachers interpret or re-interpret their own pedagogy as a result
of teaching within and through an immersive educational simulation. It explored secondary
teachers’ beliefs about the role of technology within Economics and Business education and
the challenges and disruptions faced when teaching in this unique learning environment. The
study sought to identify the pedagogical connections between the affordances of the
technology and the teaching of Economics and Business. It also sought to investigate the
change in teachers’ pedagogical beliefs when designing the curriculum within and through
an immersive educational simulation.
There is a significant challenge for teachers when faced with the complexities of
teaching with new disruptive technologies in the context of current policy and curriculum
change in Australian school education. When teaching the Australian Curriculum:
Economics and Business curriculum, a relationship exists between the need to make “real”
connections between the concepts and principles inherent in subject-specific content
knowledge and the pedagogical practices needed to allow students to engage with
technology in order to apply their learnt knowledge to a practical simulated environment.
The introduction of immersive educational simulations into this environment presents a new
challenge for teachers, as the duality approach of teaching “in-world” and “out-world” is a
new addition to the teaching practice and teachers are forced to re-interpret their own
practice.
This qualitative study adopted a Grounded Theory approach to reveal the
pedagogical complexities of teaching with disruptive technologies. The construction of
analytic codes and categories from the data and the use of a constant comparative method of
analysis was selected to inform the research design. It is worth noting that the research
setting was in a non-physical space. The study was positioned within each teachers’ practice
in Economics and Business, and within the immersive educational simulation, the “PierSim
Business Island Simulation,” to create the learning environment for each teachers’ class. The
collated data provided sufficiently rich detail to identify signature pedagogies as possible
theoretical models to inform the effective teaching of Economics and Business within and
through immersive educational simulations.
The results of the study revealed that those teachers who effectively engaged with
immersive educational simulations needed to effect change to their own current pedagogical
beliefs in order to confidently and competently teach simultaneously and contiguously in
these in- and out-worlds environments. This change was evident in teachers’ beliefs about
Teachers’ interpretation of pedagogy in the face of immersive educational simulations iii
needing to employ their own expert content knowledge and current industry knowledge to be
able to support students in enhancing the students’ higher order thinking skills. There was
also an awareness of how specific teaching and learning affordances would positively
influence how teachers would engage in the application, integration and transformation
within and through the immersive educational simulation to allow students to effectively
create, communicate, and manage and operate their own learning experience.
Therefore, a new signature pedagogy, titled emergence pedagogy, was offered as a
theoretical model to describe the transformation of pedagogical practice when teaching with
the duality of an in- and out-worlds learning environment. This signature pedagogy is worth
consideration as a theoretical model to advance understandings of pedagogy when
implementing disruptive technologies, specifically an immersive educational simulation, in
order to teach a subject-specific curriculum learning area within secondary education.
iv Teachers’ interpretation of pedagogy in the face of immersive educational simulations
TABLE OF CONTENTS
Keywords .................................................................................................................................. i
Abstract .................................................................................................................................... ii
Table of Contents .................................................................................................................... iv
List of Figures ........................................................................................................................ vii
List of Tables ........................................................................................................................... ix
Abbreviations and Definitions ................................................................................................. xi
Statement of Original Authorship ......................................................................................... xiii
Acknowledgements ............................................................................................................... xiv
Chapter 1: Introduction ...................................................................................... 1
1.1 Background to the study ................................................................................................ 2
1.2 Aim of the study ............................................................................................................. 4
1.3 Conceptual framework ................................................................................................... 4
1.4 Teacher ........................................................................................................................... 6
1.5 Technology..................................................................................................................... 8
1.6 Pedagogy ........................................................................................................................ 9
1.7 Affordances of technologies in teaching and learning ................................................. 13
1.8 Teaching within and through digital technologies ....................................................... 14
1.9 Challenges and disruption ............................................................................................ 15
1.10 Research design ............................................................................................................ 17
1.11 Overview of the study .................................................................................................. 22
1.12 Overview of the thesis .................................................................................................. 23
1.13 Chapter summary ......................................................................................................... 24
Chapter 2: Technological context ..................................................................... 25
2.1 Structure of PierSim Business Island ........................................................................... 25
2.2 Teaching within and through the PierSim Business Island Simulation ....................... 37
2.3 Chapter summary ......................................................................................................... 42
Chapter 3: Pedagogical context ........................................................................ 43
3.1 Policy demands ............................................................................................................ 44
3.2 Professional demands ................................................................................................... 45
3.3 Curricular demands ...................................................................................................... 48
3.4 Chapter summary ......................................................................................................... 53
Chapter 4: Literature review ............................................................................ 54
4.1 Pedagogy ...................................................................................................................... 54
4.2 Technology................................................................................................................... 58
Teachers’ interpretation of pedagogy in the face of immersive educational simulations v
4.3 Teacher .........................................................................................................................66
4.4 Teacher adoption of technologies .................................................................................74
4.5 Chapter summary ..........................................................................................................86
Chapter 5: Research methodology ................................................................... 88
5.1 Research aim and questions ..........................................................................................90
5.2 Research design ............................................................................................................90
5.3 Data collection and analysis .........................................................................................94
5.4 Trustworthiness ..........................................................................................................101
5.5 Ethical considerations .................................................................................................103
5.6 Chapter summary ........................................................................................................104
Chapter 6: Findings - Survey .......................................................................... 105
6.1 Online Survey: Item 1 .................................................................................................105
6.2 Online Survey: Item 2 .................................................................................................106
6.3 Online Survey: Item 3 .................................................................................................107
6.4 Online Survey: Item 4 .................................................................................................112
6.5 Online Survey: Item 5 .................................................................................................115
6.6 Online Survey: Item 6 .................................................................................................117
6.7 Online Survey: Item 7 .................................................................................................121
6.8 Online Survey: Item 8 .................................................................................................126
6.9 Summary of Survey Findings .....................................................................................128
Chapter 7: Findings - Interview ..................................................................... 136
7.1 PierSim Business Island as a learning environment ...................................................138
7.2 Changes to teaching practice ......................................................................................145
7.3 Transformative practice ..............................................................................................161
7.4 Chapter summary ........................................................................................................168
Chapter 8: Discussion ...................................................................................... 170
8.1 Research Question 1 ...................................................................................................171
8.2 Research Question 2 ...................................................................................................180
8.3 Research Question 3 ...................................................................................................187
8.4 Research Question 4 ...................................................................................................200
8.5 The development of a relational schema as a theoretical model ................................205
8.6 Chapter summary ........................................................................................................208
Chapter 9: Conclusion ..................................................................................... 210
9.1 The development of a signature pedagogy – Emergence Pedagogy ...........................210
9.2 Summary of the emergence pedagogy ........................................................................224
9.3 Limitations of the study ..............................................................................................225
9.4 Recommendations for further research .......................................................................227
vi Teachers’ interpretation of pedagogy in the face of immersive educational simulations
9.5 Endnote ...................................................................................................................... 227
References ............................................................................................................... 231
Appendices .............................................................................................................. 245
Teachers’ interpretation of pedagogy in the face of immersive educational simulations vii
LIST OF FIGURES
Figure 1.1. Conceptual framework. .......................................................................... 5
Figure 1.2. Technological Pedagogical and Content Knowledge model (Reproduced by permission of the publisher, © 2012 by tpack.org). .............................................................................................. 7
Figure 1.3. Characteristics of meaningful learning (after Jonassen, 1999). ........... 12
Figure 1.4. Research setting. .................................................................................. 19
Figure 1.5. Participants. .......................................................................................... 19
Figure 2.1. “Map” of the islands in the in-world of PierSim Business Island........ 28
Figure 2.2. Finance Island within the PierSim Business Island Simulation. .......... 29
Figure 2.3. Wholesale Island within the PierSim Business Island Simulation. ..... 31
Figure 2.4. Retail Island within the PierSim Business Island Simulation. ............. 33
Figure 2.5. PierSim view showing HUD (upper left) ............................................. 34
Figure 2.6. Hotel Island within the PierSim Business Island Simulation............... 35
Figure 3.1. Organising elements of the ICT General capability (ACARA, n.d.-g). .................................................................................................. 49
Figure 4.1. Pedagogical Content Knowledge (PCK) framework (Shulman, 1986). ................................................................................................... 56
Figure 4.2. Elaborated model of learning in 3-D VLEs incorporating unique characteristics and learning affordances (Dalgarno & Lee, 2010, p. 24). ................................................................................................... 59
Figure 4.3. Teacher Professional ICT Attributes Framework (Newhouse et al., 2002, p. 8). ..................................................................................... 75
Figure 4.4. SAMR model (Puentedura, 2006). ....................................................... 76
Figure 4.5. Comparison of the stages of models of teacher adoption of technology (extended from Lloyd, 2016, p. 301). ............................... 81
Figure 4.6. Conceptual framework illustrated through literature review. .............. 87
Figure 6.1. Themes from Item 3. .......................................................................... 112
Figure 6.2. Themes from Items 3 and 4. ............................................................... 115
Figure 6.3. Themes from Items 3, 4 and 7. ........................................................... 126
Figure 6.4. Characteristics and benefits of teaching within and through digital technologies. ........................................................................... 135
Figure 7.1. In- and Out-Worlds of PierSim Business Island. ............................... 139
Figure 7.2. Duality of the in- and out-worlds. ...................................................... 145
viii Teachers’ interpretation of pedagogy in the face of immersive educational simulations
Figure 7.3. Progression across levels of integration (Harmes et al., 2016, p. 143). ................................................................................................... 160
Figure 8.1. Grouping of affordances by meaningful characteristics (after Jonassen, 1990). ................................................................................. 188
Figure 8.2. Mapping of Diana’s recount to the career stages of the Australian Professional Standards for Teachers. ................................................. 201
Figure 8.3. Extended Teacher Professional ICT Attributes Framework (Newhouse et al., 2002). .................................................................... 203
Figure 8.4. A relational schema as a theoretical model to map teaching and learning affordances to the identified roles for an immersive educational simulation. ...................................................................... 207
Figure 9.1. “Emergence Pedagogy” based on the amalgamation of the Technological Pedagogical Content Knowledge (TPACK) model (Koehler & Mishra, 2009); the Teacher Professional ICT Attributes Framework (Newhouse et al., 2002); and the Australian Curriculum Organising Elements of the ICT General Capability (ACARA, 2014). .............................................................. 212
Figure 9.2. The in- and out-worlds marking the boundary of the emergence pedagogy. ........................................................................................... 213
Figure 9.3. The levels of the Teacher Professional ICT Attributes Framework (Newhouse et al., 2002; Trinidad et al., 2005) within the emergence pedagogy. ......................................................................... 216
Figure 9.4 Adding teaching affordances to the emergence pedagogy. ................. 220
Figure 9.5 Adding learning affordances to the emergence pedagogy. ................. 223
Teachers’ interpretation of pedagogy in the face of immersive educational simulations ix
LIST OF TABLES
Table 3.1 ..................................................................................................................... 46
Descriptors of Standard 2.6 of the Australian Professional Standards for Teachers by career stage ............................................................................. 46
Table 3.2 ..................................................................................................................... 47
Descriptors of Standard 3.4 of the Australian Professional Standards for Teachers by career stage ............................................................................. 47
Table 3.3 ..................................................................................................................... 48
Descriptors of Standard 4.5 of the Australian Professional Standards for Teachers by career stage ............................................................................. 48
Table 4.1 ..................................................................................................................... 65
Principles and practice of “presence pedagogy” (Bronack et al., 2008, p. 67) ........ 65
Table 4.2 ..................................................................................................................... 72
TPACK framework constructs (Koh, Chai, & Tsai, 2010, p. 564) ............................ 72
Table 4.3 ..................................................................................................................... 83
Infusion and Transformation levels of TIM (Harmes et al., 2016) ............................ 83
Table 5.1 ..................................................................................................................... 93
Teaching experience of survey respondents (sorted by experience with the program) (n=15) .......................................................................................... 93
Table 6.1 ................................................................................................................... 106
Summary of participants’ experience in teaching Economics and Business (n=15) ........................................................................................................ 106
Table 6.2 ................................................................................................................... 107
Summary of participants’ experience in using PierSim Business Island Simulation to teach Economics and Business ............................................ 107
Table 6.3 ................................................................................................................... 108
Thematic coding of statements in response to Item 3 (n=33) .................................. 108
Table 6.4 ................................................................................................................... 119
Participant responses to Items 6a and 6b ................................................................ 119
Table 6.5 ................................................................................................................... 122
Summary of participants’ beliefs as to which of the following is an outcome of the PierSim Business Island Simulation .................................................... 122
Table 6.6 ................................................................................................................... 127
Summary of respondents’ selection of belief statements .......................................... 127
x Teachers’ interpretation of pedagogy in the face of immersive educational simulations
Table 6.7 ................................................................................................................... 129
Responses to Item 6 (Respondents 3, 5 and 7) ......................................................... 129
Table 6.8 ................................................................................................................... 133
Mapping themes to Jonassen’s (1990) characteristics of meaningful learning....... 133
Table 7.1 ................................................................................................................... 136
Details of interview participants (n=6) by pseudonym in alphabetical order ......... 136
Table 7.2 ................................................................................................................... 137
Interview subjects survey responses (Item 6d) ......................................................... 137
Table 7.3 ................................................................................................................... 151
Interview subjects survey responses (Items 6a and 6b) ........................................... 151
Table 7.4 ................................................................................................................... 153
Interview subjects survey responses (Item 6c) ......................................................... 153
Table 7.5 ................................................................................................................... 155
Interview subjects survey responses (Item 6e) ......................................................... 155
Table 8.1 ................................................................................................................... 178
Summary of beliefs of the roles of digital technology in education ......................... 178
Table 8.2 ................................................................................................................... 195
Pedagogical connections of affordances .................................................................. 195
Table 8.3 ................................................................................................................... 197
Summary of affordances and pedagogical connections of the PierSim Business Island Simulation ....................................................................................... 197
Teachers’ interpretation of pedagogy in the face of immersive educational simulations xi
ABBREVIATIONS AND DEFINITIONS
3-D World A 3-D or Virtual world is a computer-based simulated environment,
which allows multiple players represented by avatars. (see also
Simulation (game), Second Life (SL), Virtual World).
ACARA Australian Curriculum, Assessment and Reporting Authority.
ACOT Apple Classroom of Tomorrow
Active Worlds Active Worlds is a popular 3D virtual world launched in 1995.
AR Augmented Reality, an image augmented by computer-generated
sound, video or graphics.
Avatar An online graphical representation of a participant/player in a 3D or
Virtual World. An avatar is the user’s character (alter ego) that moves
or carries out the user’s wishes in the 3D or Virtual World. An avatar
is visible to the user and to other participants/players.
BYOD
CK Content Knowledge (a component of TPACK)
HUD
ICT
Heads Up Display
Information and Communication Technology/Technologies
Internet (From 1969) Globally-connected computers using predefined Internet
protocols, also defined as a network of networks.
LAN Local Area Network
LMS Learning Management System
mLearning Mobile Learning or learning across multiple contexts, platforms and
devices.
MCEETYA
MUVE
Melbourne Declaration on Educational Goals for Young Australians
Multi-User Virtual Environments
NMC New Media Consortium
PCK Pedagogical Content Knowledge (a component of TPACK)
PK Pedagogical Knowledge (a component of TPACK)
PLE Personal Learning Environment
PLN Professional Learning Networks
Second Life (SL) Second Life is a widely-used free 3D virtual world
Simulation
(game)
Computer simulations are usually used to model real data, such as
weather patterns. Simulation games (from c.1989) represent aspects
xii Teachers’ interpretation of pedagogy in the face of immersive educational simulations
from real life for training, analysis or prediction. They are typically
set in a 3D or Virtual World.
SLE Smart Learning Environments
TCK Technological Content Knowledge (a component of TPACK)
TEL Technology-Enhanced Learning
TPK Technological Pedagogical Knowledge (a component of TPACK)
TK Technological Knowledge (a component of TPACK)
TPACK Technological, Pedagogical and Content Knowledge
VLE Virtual Learning Environment
VSEW Virtual Social and Educational World
VW Virtual Worlds (see 3D Worlds)
Web 1.0 The original World Wide Web (WWW) confined to static web pages
connected by hyperlinks; a technical evolution of the Internet.
Web 2.0 (From 2004). Addition of user-generated content and social
networking sites, such as blogs and wikis.
Web 3.0 (From 2007, also referred as Semantic Web). Evolution of the WWW
to focus on connecting data, concepts, applications and people.
WLAN Wireless local area networks
Teachers’ interpretation of pedagogy in the face of immersive educational simulations xiii
STATEMENT OF ORIGINAL AUTHORSHIP
The work contained in this thesis has not been previously submitted to meet requirements for
an award at this or any other higher education institution. To the best of my knowledge and
belief, the thesis contains no material previously published or written by another person
except where due reference is made.
Signature:
Date: 10 August 2019
QUT Verified Signature
xiv Teachers’ interpretation of pedagogy in the face of immersive educational simulations
ACKNOWLEDGEMENTS
Thank you to my supervisors, Dr Vinesh Chandra, Adjunct Professor Margaret Lloyd and Dr
Alan Roberts for their feedback throughout my study. A special thank you to Marg for her
tireless support and guidance throughout this entire process, of which I am truly grateful. I
would not have completed this journey without Marg’s expert mentoring and encouragement
from start to finish. Her wisdom and knowledge in the field of technologies within secondary
education is quite remarkable. I am grateful that she has shared this with me and has also
challenged me to continually question my own thinking in this exciting era of education.
I would also like to thank the participants of this study. While they remain
anonymous, their willingness to give their time and provide me with invaluable insights as to
how they teach within and through such emerging technologies is quite extraordinary. They
are true pioneering practitioners in the field of Economics and Business education.
Finally, I am deeply grateful to my family and friends who have unreservedly
supported me throughout this epic journey. Their continual words of encouragement and
“just get it done so we can go and do something” really does put things into perspective and
has enabled me to still have some resemblance of a life while burning the midnight oil at my
desk all too often.
While completing this study, I have come to the realisation that my personal
affordance of investigating this research aim was the ability to simultaneously and
contiguously complete major milestones while still holidaying around the world! Therefore,
it is timely that I ask Marg if my personal overarching question can now be answered; that is,
“Marg, can I pretty please have my passport back so that I can go travelling again?”
Therefore, I dedicate this thesis to those Economics and Business teachers who continue to
embark on the exhilarating journey of engaging students in the wonder and excitement of
Economics and Business.
Chapter 1: Introduction 1
Chapter 1: Introduction
Three decades ago, Sendov (1986) asked “how do we build education in the presence of the
computer” (p. 16). Since this critical question was posed, educational researchers have
continued to consider the disruption to pedagogy wrought by the introduction of new
technologies such as: augmented reality (Phillips & Li, 2016); mobile technologies including
iPads (McNaughton & Light, 2013); educational games (Psotka, 2013); Skype and
podcasting (Godwin-Jones, 2005); virtual reality (Orman, Price & Rusell, 2017); and
MOOCs (Massive Open Online Courses) (Conole, 2013; Conole, de Laat, Dillon, & Darby,
2008). This qualitative study, informed by Grounded Theory, has continued this legacy by
investigating the disruption to teacher practice caused by the PierSim Business Island
Simulation, an immersive virtual environment designed specifically for teaching and
learning in Economics and Business, one of four Year 7-10 subjects in the Australian
Curriculum: Humanities and Social Sciences (HASS) learning area (Australian Curriculum,
n.d).
For the purposes of this study, Sendov’s (1986) question could be updated to ask:
how do we build education in the face of new disruptive technologies. The PierSim Business
Island Simulation offers both an in-world or immersive virtual environment and supports a
parallel out-world where student:student and teacher:student interaction happen in physical
classroom spaces. This affords a new environment for teaching and learning in Economics
and Business. Students being avatars in a virtual world meant that they were learning within
rather than merely “with” the technology. In theoretical terms, the simulation has allowed
students to “interpret and construct dynamic models of real-world processes” (Jenkins, 2007,
p. 100).
Sendov’s (1986) question in relation to this study can be further refined to be: how
do we interpret pedagogy in the face of immersive educational simulations. This expression
of the question supports the overall aim of this study and has resonance in the concept of
signature pedagogies defined by Shulman (2005) who observed that:
New technologies of teaching via the Internet; Web-based information seeking;
computer-mediated dialogue; collaborations and critiques in the design studio;
powerful representations of complex and often unavailable examples of professional
reasoning, judgment, and action – all create an opportunity for re-examining the
fundamental signatures we have so long taken for granted. (p. 59, emphases added)
2 Chapter 1: Introduction
This study, at its simplest, sought to identify the theoretical models of teaching Economics
and Business and how these can be disrupted by new technologies.
This chapter will outline: the background to the study (Section 1.1); its overarching
aim and research questions (Section 1.2); the conceptual framework which guides the study
(Section 1.3); aspects of the conceptual framework relating to the teacher (Section 1.4),
technology (Section 1.5) and pedagogy (Section 1.6); the affordances of technologies in
education (Section 1.7); models of teaching within and through technologies (Section 1.8);
challenges and disruptions posed by technology (Section 1.9); the research design (Section
1.10) including the role of the researcher and the significance of the study; an overview of
the study (Section 1.11) and an overview of the thesis (Section 1.12). The chapter will
conclude with a brief summary (Section 1.13).
1.1 Background to the study
I am an experienced teacher and am active within secondary education in Queensland. I have
been involved in moderation and assessment panels with the Queensland Curriculum
Assessment Authority (QCAA) and have been an Executive Committee member of the
Business Educators’ Association of Queensland (BEAQ) for over a decade. Through these
roles, I know and am known by a large number of teachers in this discipline area. At the
beginning of this study, I was Head of Faculty at a metropolitan girls’ school with
responsibility for 27 teachers. This makes me an “insider” with a close association with the
context and potential participants of the study. Understanding the value of this position
strengthened my decision to base my study in Grounded Theory, particularly in Charmaz’s
(2006, 2010, 2014) interpretation, which maintains its inductive strategies while “shift[ing]
away from the objective stance of the researcher and a recognition of the researchers role in
constructing the data and theory” (Levers, 2013, p. 2).
During 2006, I was approached by the Head of the Academics Program at the
International Education Services (IES) at the University of Queensland (UQ) to become
involved in the development and review of the PierSim Business Island Simulation
environment for implementation in secondary schools in Australia (see Craven & Weir,
n.d.). In 2010, the PierSim Business Island Simulation was piloted in a metropolitan boys
school in Queensland. A number of key industry businesses provided their support by
allowing the program to use their logos and branding to help build the “real-life” experience
for students of owning and operating their virtual businesses. These businesses included a
well-known pizza store, coffee shop, bank, taxi service provider, to name but a few. From
the outset, the program was designed so that secondary school students could engage with
Chapter 1: Introduction 3
the association of these “real-world” businesses so that they were able to research these
businesses and then apply those business’s operational strategies into the virtual trading
environment.
At the time of the study, the PierSim Business Island Simulation was an emerging
approach to delivering the Junior Economics and Business subject within secondary
schooling. I was one of the teachers involved in the pilot of the simulation and have since
made a significant contribution to its design, particularly in its alignment to the Australian
Curriculum for Economics and Business. The University of Queensland’s International
Education Services (IES) Limited was responsible for the initial marketing and promotion of
PierSim Business Island Simulation to secondary schools within South-East Queensland. IES
developed a foundation cluster of schools, consisting of 27 state and private schools, to pilot
this simulation. These were the schools approached to take part in this study.
In 2014, the PierSim Business Island Simulation was showcased to the world, where
students from 20 different countries came to Brisbane, Queensland and competed in a
PierSim Business Island Simulation challenge with students from the 27 cluster schools. This
was an educational event held at the City Hall in Brisbane (Queensland) during the G20
Summit in 2014.
My abiding interest in how teachers, particularly those in the Faculty I managed,
would adapt to teaching within and through the PierSim Business Island Simulation emerged
from my involvement in the development and participation in the pilot. Coupled with this
was my observation that, despite their experience, some teachers remained as novices in the
pedagogical use of technologies and are unsure of the appropriate strategies to get optimum
outcomes from the technologies available. A significant component of teaching with the
PierSim Business Island Simulation throughout these years has been attributed to the “trial-
and-error” pedagogical approach of working with the program to achieve the learning
outcomes of the Australian Curriculum: Economics and Business. Therefore, this study was
a manifestation of my concern and interest in how teachers reflect on, interpret and re-
interpret their own pedagogy as a result of incorporating the PierSim Business Island
Simulation into their practice.
I have personally gone through the process of re-interpreting my own teaching
practice as I taught within and through the PierSim Business Island Simulation. Investigating
this process and understanding how others’ processes (and solutions) may differ became
important to me. I also hoped that this research would help me identify new theoretical
models, namely a relational schema and a signature pedagogy suited to the teaching of
Economics and Business through immersive educational simulations. My motivation was to
4 Chapter 1: Introduction
bring a systematic lens to what has effectively been a trial-and-error approach and thus help
others to navigate the challenges of new ways of teaching in my subject area.
1.2 Aim of the study
This study sought to describe and examine how current secondary school teachers in
Australia respond to teaching within and through technology when an immersive educational
simulation is introduced as part of the Economics and Business curriculum learning area.
This is a hitherto unresearched topic of study. A broad research aim was developed,
expanded (as noted) from Sendov’s (1986) question, in order to explore this phenomenon.
The research aim for this study was to determine:
How teachers interpret their own pedagogy in the face of immersive educational
simulations.
This aim was designed to investigate changes to teaching within and through immersive
educational simulations and, by doing so, to identify theoretical models suited to the teaching
of Economics and Business with new technology/ies. Four research questions were adopted
to guide the investigation:
1. What do teachers believe to be the role of ICT (Information and Communication
Technologies) in education, particularly in the use of immersive educational
simulations in the teaching of Economics and Business?
2. What are the challenges and disruptions faced by teachers in the adoption of
immersive educational simulations into their teaching practice within the Economics
and Business curriculum area?
3. What are the pedagogical connections between the affordances of the technology
and the teaching of a particular content domain noted by teachers in the adoption of
immersive educational simulations into their teaching practice within the Economics
and Business curriculum area?
4. To what extent and in what way do teachers’ practice and beliefs about pedagogy
change as a result of teaching within and through an immersive educational
simulation?
1.3 Conceptual framework
The aim and research questions of this study (see Section 1.2) are guided by the conceptual
framework presented in Figure 1.1. It maps the main areas of interest to this study. At the
centre of the framework are the intersecting elements of Teacher, Technology and Pedagogy.
Chapter 1: Introduction 5
They cumulatively represent the learning environment of the contemporary Australian
classroom.
Figure 1.1. Conceptual framework.
As noted, this framework aims to shows the connection and interrelationships
between the teacher (Section 1.4), technology (Section 1.5) and pedagogy (Section 1.6). The
“teacher” is the individual charged with the responsibility for teaching and learning within
the classroom. Teachers’ practice is guided by their beliefs (Section 1.4.1) and knowledge
(Section 1.4.2). Teachers develop their pedagogy and enact their adoption of digital
technology in accordance with the policy, professional and curricular demands imposed on
them. In the instance of this study, teachers are required to make meaningful use of digital
technologies (introduced in Sections 1.6.1 and 1.6.2).
The “pedagogy” described in this study refers simply to the practice of teaching (see
Section 1.6). It aims to describe the particular signature pedagogy appropriate to teaching
within and through digital technologies (Section 1.8). The “technology” described in the
conceptual framework are digital technologies (both hardware and software) adopted in
6 Chapter 1: Introduction
teaching and learning (Section 1.5). Of particular interest are the affordances of digital
technology in regard to their support of meaningful and relevant teaching and learning (see
Section 1.7). Further, these pose challenges and disruptions to teaching and learning and
present new or unfamiliar situations which teachers and students both need to face and
counter (Section 1.9). The challenges and disruptions to teaching included in the framework
are also addressed in the literature and the findings in later chapters, particularly in response
to Research Question 2 (Section 8.2).
1.4 Teacher
How teachers of Economics and Business reinterpret their pedagogy in “the face of”
technology is the core investigation in this study. Hativa and Lesgold (1996) suggested
teachers’ beliefs and attitudes may either decrease or increase the influence of the other
barriers, for example, the lack of resources or the lack of technical and administrative
support. Further, a lack of teacher knowledge in how to teach with technologies has been
identified as the major barrier to effective ICT implementation (Bingimlas, 2009; Hew &
Brush, 2007; Zhao, 2007).
1.4.1 Teacher beliefs
Pajares (1992) noted that “all teachers hold beliefs about their work, their students, their
subject matter, and their roles and responsibilities’’ (p. 314). In this study, the teacher beliefs
of interest are concerned with the use of digital technologies in education. Research
consistently suggests that teachers’ adoption of technology in their practice is influenced by
their beliefs and attitudes (see, for example, Ertmer, 2005; Fives & Gill, 2015; Tondeur, van
Braak, Ertmer & Ottenbreit-Leftwich, 2017). For example, it has been shown that teachers
tend to “select applications of technology that align with their selections of other curricular
variables and methods (e.g., teaching strategies) and that also align with their existing beliefs
about ‘good’ education” (Tondeur et al., 2017, p. 2). To acknowledge the critical role that
beliefs play in the adoption of digital technology in teaching and learning, two research
questions (RQ1 and RQ4) were concerned with teacher beliefs (Section 1.2). Teacher beliefs
concerning digital technologies are discussed in greater detail in Section 4.3.1.
1.4.2 Teacher knowledge
Teacher knowledge in this study was represented by the TPACK (Technological,
Pedagogical and Content Knowledge) framework (Chai, Koh, & Tsai, 2013; Koehler &
Mishra, 2008; Mishra & Koehler, 2006) (see Section 4.3.2). TPACK has been defined as “a
teacher’s knowledge of how to coordinate and combine the use of subject-specific ... and
Chapter 1: Introduction 7
topic-specific activities using emerging technologies to facilitate student learning” (Cox &
Graham, 2009, p. 64). It builds on the seminal work of Shulman (1986, 1987) in describing
pedagogical content knowledge (PCK).
TPACK has three main components: content knowledge (CK), pedagogical
knowledge (PK), and technological knowledge (TK). These are graphically presented as
intersecting circles (see Figure 1.2). Harmes, Welsh, and Winkelman (2016) explained that:
… Content knowledge encompasses what the teacher must know about the subject
matter he or she is teaching. Pedagogical knowledge refers to the methods for
teaching this content, including planning and assessment. Technology knowledge …
includes an understanding of how to use various technology resources and tools, as
well as when to apply them. (p. 141)
Figure 1.2. Technological Pedagogical and Content Knowledge model (Reproduced by permission of the publisher, © 2012 by tpack.org).
The areas of intersection between the three circles describe additional constructs of
teacher knowledge: pedagogical content knowledge (PCK), technological content knowledge
(TCK), and technological pedagogical knowledge (TPK) (see Table 4.2). The outer circle,
shown as a broken line in Figure 1.2, delimits the context(s) in which the teacher knowledge
(TPACK) is applied. This implies that different knowledges are needed/employed in
different contexts and that “considerations of the factors influencing effective integration of
digital technologies [need to move] beyond simple binary choices of adoption and non-
adoption” (Phillips, 2015). TPACK is described in detail in Section 4.3.2. The TPACK
framework has been applied to data analyses of the survey, particularly Item 6 (Section 6.6)
8 Chapter 1: Introduction
and the interview findings relating to the challenges of teaching with the PierSim Business
Island simulation (Section 7.2.1).
1.5 Technology
The terminology used to refer to technology in policy, curriculum documents and the
literature has changed over time. In this thesis, ICT (information and communication
technology) has been used in regard to the Australian Curriculum, particularly the ICT
Capability (see Section 3.3) and to the Australian Professional Standards for Teachers,
particularly Standards 2.6 and 3.4 (see Section 3.2). More generic terms, such as “digital
technology” and “technology/ies,” are used in this thesis to relate to:
… those technologies that are used for accessing, gathering, manipulating and
presenting or communicating information. The technologies could include hardware
(e.g. computers and other devices); software applications; and connectivity (e.g.,
access to the Internet, local networking infrastructure, videoconferencing).
(Toomey, 2001, para. 3)
Terms in direct quotations cited in this thesis stay true to the original text to add to
an understanding of the time and context of the reference. Irrespective of naming
conventions, what is most critical in this study in regard to technologies are their potential
for disruption to existing practice.
The disruption wrought by technology has been introduced in the preamble to this
chapter. It is represented in the conceptual framework (Figure 1.1) and underpins the aim
and four research questions of this study (see Section 1.2). Disruptive technologies are what
Postman (1995) imagined when he proposed that “a new technology usually makes war
against an old technology. It competes with it for time, attention, money, prestige, and a
‘worldview’” (p. 192). In business, some disruptive technologies are ground-breaking
innovations which create new markets at the expense of others. In education, disruption
frequently comes through the introduction of digital technologies into the traditional
practices of teaching and learning (Flavin, 2017).
The technology at the centre of this study, PierSim Business Island, is best described
as an “immersive educational simulation,” alternately referred to as virtual worlds or virtual
learning environments. Examples of similar technologies include Second Life (SL) and Active
Worlds, which allow the player/participant to “move through” a three-dimensional
environment. 3-D worlds typically display three key features: (i) the representation of the
user as an avatar, (ii) the establishment of a 3-D environment where interaction occurs, and
(iii) the availability of an interactive chat tool for communication between users (Dickey,
Chapter 1: Introduction 9
2005b). However, the use of an avatar is of significant importance in any virtual
environment, as this custom-animated person with various actions such as walking, running
and jumping, allows for the sense of “user-embodiment” within the virtual space, affording a
sense of control and engagement (deFreitas, Rebolledo-Mendez, Liarokapis, Magoulas &
Poulovassilis, 2010; Hew & Cheung, 2010). This unique feature, in turns, allows the user to
become immersed within the experiences as they are revealed in real-time (Gazzard, 2009).
Virtual worlds also allow for the incorporation of a variety of digital tools such as: blogs,
wikis, social networking and the integration of a Learning Management System (LMS)
(Duncan, Miller, & Jiang, 2012).
Further, Bronack, Sanders, Cheney, Riedl, Tashner & Matzen (2008) introduced the
notion of “presence pedagogy” in relation to immersive educational environments (using
Second Life as an example). They explained that:
We call this new model Presence Pedagogy or the P2 Model. Students and faculty
share in the expectation that, at any given time, others will be present in the virtual
world. The perpetual presence of others is a critical attribute of P2 learning
environment. (p. 61)
This adds a genuinely human element to the simulation and opens up the possibility of
interaction and collaboration with others. Specific details of the PierSim Business Island are
presented in Chapter 2.
1.6 Pedagogy
In this study, the term “pedagogy” takes its semantic meaning referring to the practice of
teaching. This meaning extends to “be the set of skills, abilities, and dispositions one
employs when helping others learn. This skill set often manifests itself as a collection of
strategies, techniques, and styles for doing so” (Bronack et al., 2008, p. 61).
This study also adopted a particular focus on “signature pedagogies” (Shulman,
2005) introduced at the beginning of this chapter. Laurillard (2012) explained that “the best
teaching ideas are most likely to be developed in very specific subject matter contexts. They
have been referred to as the ‘signature pedagogies of a discipline’” (p. 220). For example,
design subjects, based on individual creative processes, are well suited to studio practice
(Crowther, 2013) while chemical sciences, based on reproducible and objectively testable
investigations, are better suited to guided laboratory experiments (Lim, 2013). The design of
the PierSim Business Island is predicated on the idea that the curricular goals of the
Economics and Business subject are best met through experiential learning. The Australian
Curriculum: Economics and Business encourages students to develop:
10 Chapter 1: Introduction
enterprising behaviours and capabilities that can be transferable into life, work and
business opportunities and will contribute to the development and prosperity of
individuals and society.
understanding of the ways society allocates limited resources to satisfy needs and
wants, and how they participate in the economy as consumers, workers and
producers.
understanding of the work and business environments within the Australian
economy and its interactions and relationships with the global economy, in particular
the Asia region.
reasoning and interpretation skills to apply economics and business concepts to
make informed decisions.
understanding of economics and business decision-making and its role in creating a
prosperous, sustainable and equitable economy for all Australians.
understandings that will enable them to actively and ethically participate in the local,
national, regional and global economy as economically, financially and business-
literate citizens.
(ACARA, n.d.-a)
The simulation affords the opportunity to develop these entrepreneurial skills and to operate
a business in competition with other students who are also operating businesses. This is in
line with Bronack et al.’s (2008) observation that “virtual worlds provide unique
opportunities for designing spaces and activities conducive to activating background
knowledge and expertise in useful ways” (pp. 62-63).
1.6.1 External demands on pedagogy
There are three interdependent and somewhat fluid external demands confronted by teachers
who are adopting new technologies and, in parallel, are re-interpreting their pedagogy (see
Figure 1.1). These “demands” are used in this thesis to organise its discussion of the external
demands driving the integration of digital technologies in teaching and learning (see Sections
3.1, 3.2, and 3.3 respectively). The current demands on teachers in Australian schools are: (i)
policy demands; (ii) professional demands; and, (iii) curricular demands.
the policy demands to adopt digital technology in teaching and learning (Blake, 2013;
West, 2012) are illustrated by the Adelaide Declaration on National Goals for Schooling
in the Twenty-first Century (MCEETYA, 1999) which promoted the argument that all
students should leave school as “confident, creative and productive users of new
technologies, including information and communication technologies, and understand
Chapter 1: Introduction 11
the impact of those technologies on society” (Goal 1.6). The policy demands imposed by
the more recent Melbourne Declaration will be discussed in Section 3.1.
the professional demands on teachers to integrate digital technology into their teaching
are manifested through national regulatory requirements, such as the Australian
Professional Standards for Teachers (AITSL, 2014) (Section 3.2). Further detail on the
professional demands on pedagogy is offered in Section 3.3.
the curricular demands to integrate information and communication technology (ICT)
through the Australian Curriculum: General Capabilities (ACARA, n.d.-f). The
Australian Curriculum, first released in 2010, is underpinned by General Capabilities
namely: Literacy; Numeracy; Information and Communication Technology Capability;
Critical and Creative Thinking; Personal and Social Capability; Ethical Understanding;
and, Intercultural Understanding.
The General Capability of prime concern to this study is Information and
Communication Technology (ICT) Capability. It has five interrelated organising
elements: Applying social and ethical protocols and practices when using ICT; Creating
with ICT; Communicating with ICT; Investigating with ICT; and, Managing and
operating ICT (see Figure 3.1). The organising elements of the ICT Capability, with
reference to relevant research, are described in greater detail in Section 3.3.1. Each
elements is described in terms of sub-elements in the ICT Continuum and benchmarked
against six levels of achievement (ranging from Level 1(students at Foundation Level) to
Level 6 (expectations for students at the end of Year 10)) (see Appendix A).
1.6.2 Intrinsic demands
The intrinsic goal of classroom teachers, system leaders and curriculum designers is to use
digital technologies to improve outcomes for students. This goal is the daily realisation of the
policy, professional and curricular demands described in Section 1.6.1. There are explicit
references to digital technologies in the Australian Professional Standards which make it
clear that Australian teachers are now required to actively integrate technologies into their
teaching in meaningful ways (see Table 3.1, Section 3.2.1)
A useful model of the characteristics of meaningful learning was offered by
Jonassen (1999). These characteristics, represented in Figure 1.3, are: Active, Constructive,
Cooperative, Authentic and Intentional. Harmes et al. (2016) explained that:
– Active learning is where students working on meaningful tasks, including making
adjustments and observing the results.
12 Chapter 1: Introduction
– Constructive learning is where students connect new experiences and observations
with prior knowledge and understanding.
– Cooperative learning is where students interact in knowledge-building communities,
conversing with each other to create common understandings related to their tasks.
– Authentic learning is situated in meaningful, real-life contexts.
– Intentional learning is where students articulate goals and planning strategies for
achieving them.
Figure 1.3. Characteristics of meaningful learning (after Jonassen, 1999).
Jonassen, Strobel and Gottdenker (2005) further explained that:
It is important to point out that these characteristics of meaningful learning are
interrelated, interactive, and interdependent. That is, learning and instructional
activities should engage and support combinations of active, constructive,
intentional, authentic, and cooperative learning because they are synergetic.
Learning activities that represent a combination of these characteristics results in
even more meaningful learning than the individual characteristics would in isolation.
(p. 3)
Jonassen’s (1990) characteristics have been widely adopted and adapted in the
research literature. For example, they are foundational to a model known as the
Technology Integration Matrix (Section 4.4.1). The characteristics, referred to alternately
as benefits or themes, have informed this study in its response to Research Questions 1
and 3 as well as the design and analysis of survey items (see Sections 6.7 and 6.9.2).
They have been instrumental in identifying affordances (Research Question 1) and in
responding to Research Question 3. They also provided guidance in the development of
Chapter 1: Introduction 13
the signature pedagogy, to be known as the ‘emergence pedagogy’ developed by this
study (see Chapter 9).
1.7 Affordances of technologies in teaching and learning
The acknowledgement and utilisation of affordances of technology/ies is an amalgam of the
pedagogy and technology of the Conceptual Framework (see Figure 1.1). This study accepts
the definition of affordances as “opportunities for action; the perceived and actual
fundamental properties of a thing that determine how the thing could possibly be used”
(Kirschner, Strijbos, Kreijns & Beers, 2004, p. 49). McLoughlin and Lee (2007) explained
that “blogging entails typing and editing posts, which are not affordances, but which enable
the affordances of idea sharing and interaction” (p. 666). Dalgarno and Lee (2010) suggested
that the affordances of 3-D Virtual Learning environment include “the facilitation of tasks
that lead to enhanced spatial knowledge representation, greater opportunities for experiential
learning, increased motivation/engagement, improved contextualisation of learning and
richer/more effective collaborative learning as compared to tasks made possible by 2-D
alternatives” (p. 10).
There have been a number of attempts in the research to identify the affordances of
educational technology, that is, those qualities which are brought to the learning environment
by the technology itself (see, for example, Bower, 2008; Conole & Dyke, 2004). West
(2012) offered that digital technologies have the potential to transform education through the
affordances of: overcoming geographical distances, improving access, personalising
learning, and making information available. Further to this, West (2012) contended that
“technology can deepen education by altering the way students master core content, teachers
operate their classroom, and parents and policy makers can evaluate education” (p. 8). These
observations imply that traditional conceptions of teaching and learning will change thus
making it possible to realise Scardamalia and Bereiter’s (1994) argument that “nobody wants
to use technology to recreate education as it is” (p. 256).
This study has rebadged characteristics or qualities as affordances when the
author’s/authors’ intention was aligned with the accepted definition of affordance. This
appropriation of qualities as affordances lies in Hutchby’s (2001) contention that
“affordances are functional and relational aspects which frame, while not determining, the
possibilities for agentic action in relation to an object” (p. 44) and Kirschner’s (2002)
contention that educational affordances can be defined as the relationships between the
properties of an educational intervention and the characteristics of the learner that enable
certain kinds of learning to take place. An example of this afforded agency lies in the
characteristics of meaningful learning described by Jonassen (1999), namely: Active,
14 Chapter 1: Introduction
Constructive, Cooperative, Authentic and Intentional (Section 1.6.2). In specific regard to
virtual or immersive worlds, Bronack et al. (2008) offered that they provide: the previously
cited “presence” pedagogy where others populate the space affording social interaction and
collaboration; and, a “cognitive” presence which “provide a platform for both peers and
experts to serve as catalysts for explicit, intentional learning” (p. 62).
1.8 Teaching within and through digital technologies
This study has adopted the prepositions within and through to explain the interaction that
teachers and students have with the immersive educational simulation at the heart of this
study. This shifts from the more commonly used and expected term, “with,” which is applied
to the use of most software packages used in schools. It is of interest that term “with” was
once considered unusual in reference to the educational use of digital technologies. Harmes
et al. (2016) explained that “some researchers have described a shift from learning about
technology, to learning from technology, to learning with technology” (p. 139, emphases
added). They went on to explain that “such a shift requires a change from an outdated
transmission model of technology integration to a model that focuses on the pedagogy that
technology enables and supports, rather than on the technology itself” (p. 139). This study
represents a further shift from “with” to “within” and from “from” to “through.” These
changes to wording better represent the notion of technology as a component of a larger
learning environment rather than a simple “add-on” to a traditional setting. The adoption of technologies in teaching and learning is an amalgam of the concepts
of teacher and pedagogy of the Conceptual Framework (Figure 1.1). How teachers adopt
digital technologies is typically mapped to models showing progressive stages which Lloyd
(2016) described as being “from lower to higher and from naivety to mastery” (p. 302).
There are a number of models in the research; those selected for discussion in this thesis (see
Section 4.4) are:
ACOT Stages of Instructional Evolution (Dwyer, Ringstaff, & Haymore-Sandholtz,
1990).
Teacher Professional ICT Attributes Framework (Newhouse, Trinidad, & Clarkson,
2002).
SAMR (Substitution, Augmentation, Modification, Redefinition) (Puentedura,
2006).
LoTi (Level of Technology Integration) (Moersch, 1995, 2010).
Innovativeness of ICT use (Peeraer & Van Petegem, 2012).
Chapter 1: Introduction 15
Phases of Realisation (Jacka, 2015).
The Teacher Professional ICT Attributes Framework (Newhouse et al., 2002) was
employed in this study in the analysis of data, particularly in the positioning of teacher
survey responses above or below this framework’s “critical use border” (see Sections 6.5,
6.8) and in the response to Research Question 2 (see Section 8.2). The Innovativeness of ICT
use model (Peeraer & Van Petegem, 2012) informed the study in the formulation of a survey
item namely, Survey Item 8 (see Sections 5.1.7, 6.8). The ACOT Stages, along with
Jonassen’s (1990) “meaningful characteristics,” are referred to in connection with their
adoption into the Technology Integration Matrix (TIM) (Welsh, Harmes, & Winkelman,
2011) (see Section 4.4.1, Appendix B).
1.9 Challenges and disruption
It is commonly held that teaching and learning, particularly in the context of schooling, is
conservative (Jacka, 2018). This is evidenced in the current focus on national and
international standardised tests and metrics of success interpreted through student
achievement (Apple, 2014; Goodman, 2012; Hattie, 2017; Hattie & Anderman, 2013). In this
environment, any innovation or change in curriculum or practice represents a significant
challenge to risk-averse teachers.
An example of this is seen in Phillips and Li’s (2016) recent description of the
challenges and disruptions faced by teachers designing out-of-classroom learning
experiences using augmented reality. They explained that:
One of the challenges … is that the change in physical location represents more than
a change in the teaching and learning setting. The move from in-classroom to out-of-
classroom settings fundamentally changes the ways in which teachers need to
consider, and reconsider, their pedagogical knowledge. (p. 165)
There are clear parallels in this observation between the challenges faced by the teachers in
the Phillips and Li (2016) study and those in this study interpreting and re-interpreting their
pedagogy when teaching within and through an educational simulation. The second research
question informing this study is directly concerned with the challenges and disruptions faced
by teachers in the specific context of teaching the Australian Curriculum: Economics and
Business and in the specific adoption of the PierSim Business Island simulation.
Shulman (1986) contended that changes to the learning environment challenges
teachers’ pedagogical reasoning and action due to: changes to the physical organisation of
students, access to references, and changes to the ways in which content might be
represented. He further contended that changes might also disrupt the content knowledge
16 Chapter 1: Introduction
(CK) formerly used in a lesson perhaps drawing on lived experience rather than textbook
approaches. Shulman (1986) concluded that any disruption to a teachers’ pedagogical
content knowledge (PCK) forces them to reconsider their teaching practice.
The research into the early adoption of microcomputers (precursors to
personal/desktop computers) into classroom teaching is marked by challenge and disruption.
This is evident in the question which introduced and inspired this study, namely, “how do we
build education in the presence of the computer” (Sendov, 1986, p. 16). It is also evident in
Ertmer’s (1999) contention that “computer technology is not as readily assimilated into
teachers’ existing routines, typically requiring change along multiple dimensions of practice
(e.g., personal, organizational, pedagogical)” (p. 47).
Further, the element of challenge and disruption are evident in research into the
anxiety that teachers felt in relation to the adoption of digital technologies, for example, the
CBAM (Concerns-Based Adoption Model) (Hall & Hord, 1987). Ertmer (1999) summarised
these as a set of rhetorical questions (described as personal fears, technical and logistical
concerns, and organisational and pedagogical concerns), including:
What will I do if the technology fails and my lesson can't proceed?
How will I gain the confidence I need?
How does this software package work?
Where or when should I use computers?
How can I ensure that students obtain adequate computer time without missing other
important content?
How do I weave computers into current curricular demands?
Ertmer (1999) introduced the concept of challenges and disruptions as first- and
second-order barriers. First order barriers are institutional and extrinsic/external to teachers.
They are typically related to resources, that is, equipment, time, training and technical
support. Second-order barriers are personal/internal and are “rooted in teachers’ underlying
beliefs about teaching and learning” (Ertmer, 1999, p. 51).
This study has focussed on teacher beliefs as a fundamental component of how
teachers interpret or re-interpret their practice when faced with a new technology. Makki,
O’Neal, Cotten and Rikard (2018) noted that studies relating to second-order barriers
addressed such areas as: teachers’ attitudes towards technologies; level of confidence in
integrating technology into the curriculum; and beliefs about the potential learning outcomes
associated with the introduction of a specific technology. The first research question
informing this study is concerned with teacher beliefs while the fourth is concerned with
how teacher practice and beliefs change as a result of teaching within and through an
immersive educational simulation (see Section 1.2).
Chapter 1: Introduction 17
Tsai and Chai (2012) suggested a third-order barrier, namely, the design of learning
experiences making use of digital technologies. They described this barrier as arising when
teachers are “confronted with the advancement of ICT and its associated pedagogical
affordances” (p. 1058). The third research question (RQ3) informing this study seeks to
determine the pedagogical connections between the affordances of the immersive simulation
being used and the curriculum context of Economics and Business.
It can be contended that teachers’ responses to the challenge and disruption of digital
technology in teaching and learning form the basis the models of adoption (introduced in
Section 1.8 and explored in depth in Section 4.4). These frequently begin with limited or no
adoption through to transformative practice.
1.10 Research design
This qualitative study adopted a Grounded Theory approach (see Chapter 5). At its simplest,
Grounded Theory is a “qualitative research method that uses a systematic set of procedures
to develop an inductively derived grounded theory about a phenomenon” (Strauss & Corbin,
1990, p. 23). It was chosen for this study because of its focus on developing theory from
data. Grounded theory offers a qualitative approach “rooted in ontological critical realism
and epistemological objectivity” (Levers, 2013, p. 1).
Drawing on the seminal development of Grounded Theory (Glaser & Strauss, 1967;
Strauss & Corbin, 1990, 1994, 1998), Charmaz (2006) summarised the defining components
of Grounded Theory as being:
simultaneous involvement in data collection and analysis.
constructing analytic codes and categories from data, not from preconceived
logically deduced hypotheses.
using the constant comparative method, which involves making comparisons during
each stage of the analysis.
advancing theory development during each step of data collection and analysis.
memo-writing to elaborate categories, specify their properties, define relationships
between categories, and identify gaps.
theoretical sampling aimed toward theory construction, not for population
representativeness.
conducting the literature review after developing an independent analysis.
These components were generally adopted in this study (see Chapter 5, Research
Methodology). Particular attention was given to the construction of analytic codes and
18 Chapter 1: Introduction
categories from the data, the use of theoretical sampling and the use of a constant
comparative method of analysis (Fram, 2013; Glaser & Strauss, 1967). The major exception
was in not conducting the literature review after the analysis of the data. The demands of
doctoral candidature, particularly the Confirmation process, and the need to ground the data
instruments in research require preliminary work on the literature review. The literature
review, was, however, completed after the analysis of findings and was used to inform the
final discussion and conclusion of the study.
The research setting is in a non-physical space. This is a point of difference between
this study and other studies on the use of digital technologies in education, particularly
Economics and Business, which typically are situated within given physical settings. For
example, Dickerson and Kubasko (2007) conducted a study which made use of a particular
technology, namely digital microscopes used with a classroom set of laptops, in a particular
setting, that is, a rural school in a low-socioeconomic area in North Carolina. This school
setting could be said to be struggling with first-order barriers in terms of access to resources
(Ertmer, 1999). The study focussed on student outcomes through observation and analysis of
student artefacts. This study, by comparison, is concerned with second- and third order
barriers, in terms of teachers’ interpretation of their practice.
A further point of comparison in regard to research settings is the study by McKnight,
O’Malley, Ruzic, Horsley, Franey and Bassett (2016) which was based in seven “exemplary
schools” in the United States. The purpose of the study was to document instructional
strategies and the roles played by technology in teaching and learning through classroom
observations. The study also surveyed teachers to determine their familiarity, use and
comfort with technology. While this is closer to the intent of the study reported in this thesis,
it resonates with older models of teacher “concerns” and the first-order issues of access and
technical skills.
The study is alternately positioned within each participating teachers’ practice in
Economics and Business, and within the immersive educational simulation, PierSim
Business Island Simulation, used as the learning environment for each teachers’ class (see
Section 5.2.1). The following diagram, Figure 1.4, represents how the components of
pedagogy and technology overlap to create the research setting for this thesis. The setting is
not a particular classroom or with a particular set of students in a particular location. It is not
concerned with teachers’ technical competence but is rather more broadly concerned with
their practice in teaching Economics and Business within and through an immersive
educational simulation.
Chapter 1: Introduction 19
Figure 1.4. Research setting.
The study adopted purposive sampling, that is, where specific participants were
invited because of their experience of teaching Economics and Business within and through
the PierSim Business Island Simulation. While this limited the study to a small population of
teachers involved in the foundation cluster (35 teachers in 27 schools across Queensland),
the deliberate selection provided insight to the phenomenon under investigation rather than
an empirical generalisation from a sample to a population (Patton, 2002). The theoretical
(purposive) sampling adopted by this study, in line with the cited defining components of
Grounded Theory (Charmaz, 2006), is aimed toward theory construction, not for population
representativeness. Invitations were sent to the 27 participating schools (through the
Principal). Fifteen teachers accepted the invitation to participate through the completion of a
survey, with six of these (from four different schools) agreeing to take part in a one-to-one
interview (see Sections 5.3.1 and 5.3.2) (see Figure 1.5). The survey participants were not
asked to reveal the name or location of the school where they were employed, so this data is
unknown.
Figure 1.5. Participants.
20 Chapter 1: Introduction
The data collection was conducted during one calendar year. The survey items and
guide questions for the interviews were drawn from the literature. They yielded rich data and
“thick descriptions” (Geertz, 1973; Holloway, 1997; Lincoln & Guba, 1985). Charmaz
(2006) explained that, in Grounded Theory, “gathering rich data will give … solid material
for building a significant analysis. Rich data are detailed, focussed, and full. They reveal
participants’ views, feelings, intentions, and actions as well as the contexts and structures of
their lives” (p. 14). The collated data provided sufficient detail to develop new theoretical
models, taking the form of a relational schema and a signature pedagogy, suited to the
teaching of Economics and Business through immersive educational simulations. The
findings of the study are presented in Chapter 6 (Survey Finding) and Chapter 7 (Interview
Findings). The discussion of the findings is presented in Chapter 8.
1.10.1 Role of the researcher
As noted in Section 1.1, my employment, involvement with a teacher professional
association, and invited participation in the pilot of the PierSim Business Island Simulation
positioned me as an “insider.” For example, I used my knowledge of the professional
community of Economics and Business teachers to identify the schools where the PierSim
Business Island Simulation was being used and issued invitations, through the Principal, to
teachers eligible to participate in this study.
This closeness to the participants (see Section 1.1) and the research setting might
raise questions of subjectivity and conflict of interest (see Section 9.3 for a discussion of the
potential limitations of the study). To counter this, the first data instrument, the survey, was
anonymous allowing participants to respond freely. In the second data instrument, the
interview, I assured participants that I was neither evaluating the simulation nor focussing on
student outcomes as a result of using this program. Emphasis was also placed on the fact that
I was not evaluating them or their competence as teachers but that, rather, I was interested in
how they were coming to terms with teaching with the simulation. I took the role of an
empathetic peer rather than an objective critical observer. This was particularly important for
those interview subjects who were employed at the same school as I was and were members
of the staff that I managed.
More positively, however, the value of being involved in the research setting is
supported by Schatzman and Strauss (1973) who argued that a researcher “must get close to
the people… [being studied]; … understand[ing that] their actions are best comprehended on
the spot—in the natural, ongoing environment where they live and work” (p. 5). Further, my
involvement sits well with the preference in Grounded Theory to develop theoretical
sensitivity (Orland-Barak, 2002), that is, “an awareness of the subtleties of meaning of data”
Chapter 1: Introduction 21
(Strauss & Corbin, 1990, p. 41). Charmaz (2006) argued that “grounded theorists’
background assumptions and disciplinary perspectives alert them to look for certain
possibilities and processes in their data” (p. 16). Sources of theoretical sensitivity are studies
of literature, professional experience and personal experience. My theoretical sensitivity was
of benefit in the analysis of collected data. From my own experience of teaching Economics
and Business and in working with the PierSim Business Island Simulation, I understood and
was empathetic to the demands and challenges that the study’s participants were confronting.
1.10.2 Significance of the study
This study has significance in three ways. First, significance lies in addressing the
complexities of teaching with new technologies in the context of current policy and
curriculum change in Australian school education (see Section 1.6). Peeraer and Van
Petegem (2012) highlighted that little research exists to measure the “[e]ffective integration
of ICT in teaching practice or on added value of ICT for teaching and learning in general”
(p. 1247). This means that teachers are faced, without research support, with needing to
make “real” connections between the concepts and principles inherent in Economics and
Business, and the pedagogical practices needed to allow students to engage with ICT to
apply their learnt knowledge to a practical simulated environment. This study will take a
further step into describing the pedagogies and affordances of educational simulations in
teaching and learning. In this, it enacts the role of educational research to develop practices
that enhance the education setting, providing descriptions, explanations and predictions
(Johnson & Christensen, 2008).
As Koehler and Mishra (2008) explained, integrating effective technologies within
the classroom learning environment is “a complex and ill-structured problem involving the
convoluted interaction of multiple factors, with few and fast rules that apply across contexts
and cases” (p. 10). The main issue arising from the expectation that teachers are to
effectively integrate ICT within their classrooms (see Sections 1.6, 3.2) is that today’s
teachers did not learn their subject-specific curriculum areas within and through new and
emerging technologies. This implies that support is needed for teachers to make realistic
connections with the curriculum as well as the development of an effective means to prepare
teachers to guide student learning with the aid of such technologies (Chai et al., 2013;
Doering, Veletsianos, Scharber & Miller, 2009).
Second, the study, heeding the advice of Campbell (2009), Farley (2014) and Savin-
Baden (2010) will provide insight into a new or renewed use for virtual worlds or 3-D
simulations in education. The introduction of immersive educational simulations, as a
subject-specific ICT tool for Economics and Business, changes the dynamics of the teaching
22 Chapter 1: Introduction
and learning environment. The PierSim Business Island Simulation, as an example of an
immersive educational simulation, has challenged teachers to consider how integrating this
form of technology presents implications for both the content and content-specific
pedagogies for a particular curriculum learning area (Ertmer, Ottenbreit-Leftwich, Sadik,
Sendurur, & Sendurur, 2012). Despite this, Gregory et al. (2014) synthesised predictions
from the NMC (New Media Consortium) Horizon Reports from 2007 to 2014 which showed
a fall in interest in virtual worlds and a failure over time to gain widespread adoption. They
asserted that it is “timely to ask whether the reality has matched the rhetoric or whether time
has told a different story” (p. 281). The findings of the study will be current and of
considerable value to educators and system leaders particularly in determining the effective
and practical use of immersive educational simulations within a secondary schooling setting.
Third, and finally, this study will contribute to theory through two new models of
practice for teaching within and through digital technologies, particularly immersive
educational simulations. The first is a schema which maps the role of technology in and the
relationships between teaching and learning affordances (presented in Chapter 8) both in
general and in the context of Australian Curriculum: Economics and Business. The second is
a new signature pedagogy, referred to as the “emergence” pedagogy, which incorporates the
identified affordances into a purposeful model of practice. This pedagogy builds on existing
models of teacher adoption of digital technologies in teaching and learning while
incorporating the unique learning environment comprising of a complementary and
contiguous in- and out-worlds.
1.11 Overview of the study
The study commenced with an establishment phase where formal ethical clearance was
sought from QUT and the cooperation was sought, through the respective school Principals
for relevant teaching staff, namely Economics and Business teachers who taught within and
through the PierSim Business Island Simulation, to participate in the study.
Data collection took place through the 2016 calendar year. The survey instrument
was made available online and was open for three weeks during June 2016 (see Section
5.3.1). Six interview subjects were identified through the survey and interviews were held
from August to December 2016 (see Section 5.3.2).
Data analysis, as noted in Section 1.10, was concurrent with data collection. This, in
accordance with the Grounded Theory approach adopted by this study, allowed making
comparisons during each stage of the analysis and the progressive development of theory
throughout the study (Charmaz, 2006, 2010, 2014). The final stage of the study was to revisit
Chapter 1: Introduction 23
the literature review in order to update the contents and to add material to support the
findings which emerged from the data.
1.12 Overview of the thesis
This thesis is presented in nine chapters. This chapter, Chapter 1, has introduced the study,
detailed its overarching aim and four research questions, outlined the research methodology
and the overview of the study, and described the significance of the study.
The following chapter, Chapter 2, will provide the technological context for the study.
It will explore the concepts of immersive educational simulations and the PierSim Business
Island Simulation as a disruptive technology to support the delivery of the Australian
Curriculum: Economics and Business. It will describe the operations of the simulation and
explain terms used by survey respondents and interview subjects.
Chapter 3 provides the pedagogical context for the study. In this case, it is the
pedagogical context represented in the Conceptual Framework (Figure 1.1) as “demands”
namely, policy (see Section 3.1), professional (see Section 3.2), and curricular (see Section
3.3).
Chapter 4, the Literature Review, will be structured around the Conceptual
Framework (Figure 1.1). This means that it will have main sections on: Pedagogy (Section
4.1), Technology (Section 4.2) and the Teacher (Section 4.3). It will also present details of
the existing models of teacher adoption of technology in the classroom (Section 4.4).
Chapter 5 (Research Design) will explain how this research will draw on Grounded
Theory (Charmaz, 2006, 2010, 2014; Glaser & Strauss, 1967; Strauss & Corbin, 1990, 1994,
1998). Such an approach was selected in order to qualitatively describe, explain and (most
importantly) gain an insight into understanding the complex pedagogical issues that exist for
teachers to integrate immersive educational simulations into one’s real-life classroom and
general schooling environments. This chapter will provide details of the research design,
participants, data collection and analysis methods for this study.
Chapter 6 (Findings – Survey) presents the outcomes from the online survey. Survey
items included: participants’ range of experience in teaching Economics and Business with
the aid of the PierSim Business Island Simulation; their beliefs in the role of digital
technology in Economics and Business; their understanding of the purpose and effectiveness
of the PierSim Business Island Simulation; and their level of engagement with the PierSim
Business Island Simulation.
24 Chapter 1: Introduction
Chapter 7 (Findings – Interview) presents the findings from the one-to-one semi-
structured interviews (n=6). The interviews provided insight on the participants’ beliefs
towards how their teaching of the Economics and Business concepts might have changed as
a result teaching with the PierSim Business Island Simulation; their understanding and
engagement with the in- and out-worlds learning environments; and, the change in their own
confidence and mastery of the PierSim Business Island Simulation.
Following the presentation of the findings of the study, Chapter 8 (Discussion)
responds to the research questions and provides a detailed discussion of the outcomes of the
study, draws conclusions derived from the literature and findings, as well as proposes
recommendations for further research in this particular field. It also presents the first of two
theoretical models developed in this study, namely, the relational schema which maps
teaching and learning affordances within and through an immersive educational simulation.
The final chapter, Chapter 9 (Conclusion) concludes the thesis by presenting a
response to the overarching aim of the study. A new signature pedagogy, as a theoretical
model, is proposed to advance understandings of pedagogy when teaching subject-specific
concepts and skills within and through immersive educational simulations. It is referred to as
an “emergence pedagogy” and is the outcome of the findings of this study blended with
existing research and policy considerations.
1.13 Chapter summary
This chapter has introduced the study and outlined its research question and aims. It has
provided the background to the study and described its significance. A brief description of
the research methodology has been presented. The following chapter, Chapter 2, will
described the technological context for the study, that is, the immersive educational
simulation which participating teachers had adopted in their teaching of Australian
Curriculum: Economics and Business.
Chapter 2: Technological context 25
Chapter 2: Technological context
This chapter presents the technological context for the study by exploring the concept and
features of an immersive educational simulation by describing the concept of the PierSim
Business Island Simulation as a disruptive educational tool to support the curriculum
delivery of the Australian Curriculum for Economics and Business education. This chapter
has two sections: the structure of the PierSim Business Island Simulation (Section 2.1); and,
an outline of teaching practice within and through the simulation (Section 2.2). The chapter
concludes with a brief summary (Section 2.3). This chapter exists to provide a detailed
explanation of the Pier-Sim Business Island Simulation; therefore, the literature review for
this study is presented in Chapter 4.
This thesis will use the term “immersive educational simulation” to describe a virtual
world that can exist on a controlled platform (private virtual space) and can allow the learner
to modify the virtual environment so as to change the learning experience (while having
custom-use of the avatar for educational purposes only). An example of an immersive
educational simulation is the “PierSim Business Island Simulation,” developed in Australia
by the International Educational Services (IES), in association with the University of
Queensland (UQ). It is the simulation at the heart of this study and effectively forms part of
the research setting (Section 1.10, Figure 1.4). The PierSim Business Island simulation is
described in detail in the following sections, namely, Sections 2.1 and 2.2.
2.1 Structure of PierSim Business Island
The PierSim Business Island Simulation is an immersive 3D simulation experience using an
Open Sims platform to assist students to learn business concepts, principles and practices1.
PierSim Business Island Simulation attempts to challenge the way in which Junior Business
Education is delivered in the secondary schooling classroom. Based in a private virtual
space, which is situated internally on the school’s server, students establish and operate a
virtual business that is a replica of businesses in the real-world (for example, Domino’s Pizza
Enterprises Limited, Commonwealth Bank of Australia, and Di Bella Coffee) in an in- and
out-world virtual simulation. From designing their products to seeing how the share price of
their business is trading on the virtual stock exchange, the students adopt the role of an
1 A useful introductory video can be found at https://www.youtube.com/watch?v=pfTGkTe2Tmc. It shows how the PierSim Business Island, referred to as VBE, is used in an Accounting unit at the University of Queensland Business School (URL correct at time of writing, December 2018).
26 Chapter 2: Technological context
avatar and must trade within the virtual community, in order to stay alive (and thus continue
to stimulate the economy). The mechanics of the PierSim Business Island Simulation
revolves around an economic system that allows for the practical application of course
material in different areas of business management. A key difference of the PierSim
Business Island Simulation to other game-based educational programs is that the PierSim
Business Island Simulation allows the teacher to log in as the “Virtual Administrator” and
control certain elements of the students’ businesses so as to stimulate economic and
environmental scenarios for classroom learning purposes.
The PierSim Business Island Simulation attempts to create a learning experience that
encourages the students to engage in strategic business decision-making within a unique
learning environment. Using the principles of experiential learning, students are able to
action their strategies and reflect on the outcomes. The experience engages the learner and
develops the skills of self-evaluation, reflection and initiative that are essential skills in the
constructivist learning environment. By immersing the student in a challenging learning
environment, the student has to actively problem solved with others and to evaluate the
effectiveness of their solutions. Anecdotal evidence illustrates that students become active
participants in the learning process and become more responsible for their own learning.
Students are faced with the challenge of having to maintain the health, satisfaction and
relationship of their avatars (staff) in order to produce quality products. The student must
manage the profitability of their company, the pricing strategy, the purchasing and inventory
strategy, the sales and marketing strategy, change management, customer relationships and
the risk management strategy. The student must evaluate the moves of their competition and
the changes in the environment. The student must then develop and implement their
competitive responses. This is often performed in the context of a team. They maintain
accounting records and prepare and deliver business plans and annual reports. This enacts
the presence pedagogy described by Bronack et al. (2008) introduced in Sections 1.5, 1.6 and
1.7. This pedagogy:
… advances a peer-based approach to teaching and learning. The model promotes a
flattened approach toward instruction that removes the preset hierarchy of expertise
that is common across most educational models and replaces it with one in which all
members of a learning community share in the responsibility for encouraging,
challenging, and supporting one another. (p. 63)
Once students have participated in the virtual trading environment under “normal”
conditions, they are then presented with a range of scenarios where certain “variables” can
be modified by the teacher. Students must demonstrate effective strategic business-decision
Chapter 2: Technological context 27
making and develop strategies for action so as to respond to the changed market conditions
and continue to successfully operate their virtual business.
The learning environment mixes in- and out-worlds environments to create a seamless
marketplace. Students operate their businesses within the virtual world and the classroom
simultaneously. Screens are placed around the perimeter of the classroom. The students
develop strategies as a management team in the classroom and implement them both within
the virtual world and within the business world of the classroom. The teacher is able to
control all the variables in the game thus enabling the recreation of a wide range of in-world
scenarios. These include events such as booms, recessions, environmental disasters, supply
problems and command economies. The teacher becomes as much a player in the game as
the students. Within the learning environment, the economic decisions of the company
management affect the environment. Students must work on a collaborative approach that
can both sustain the environment and the profitability of the business. The open-ended
environment of virtual worlds is ideal for these ethical decision-making processes as there
are no rights and wrongs only decisions and consequences.
2.1.1 The “islands” and virtual administration
There are five “islands” which comprise the simulation: (i) Location One – Finance Island;
(ii) Location Two – Wholesale Island; (iii) Location Three – Retail Island; (iv) Location
Four – Hotel Island; and (v) Location Five – Legal Island. The activity within the islands is
managed through a Virtual Administration control panel. Figure 2.1 represents the islands
and the connection between them.
28 Chapter 2: Technological context
Figure 2.1. “Map” of the islands in the in-world of PierSim Business Island.
The following sections describe the islands and the control panel.
Location One – Finance Island
When the group of students, operating a virtual business, engages in a round within the
PierSim Business Island Simulation, they must decide how to secure enough funds to
commence operations. Each group initially has a small capital injection of a nominated
amount which is primarily used to pay for their transportation around the island or to
purchase minimal products from the wholesaler. The Finance Island consists of the
“Australian Bank” where students are able to purchase up to three loans within any given
round; the “Virtual Advertising” store which enables students to draw up a contract with this
supplier and purchase advertising space within world; and the virtual stock market board
which provides “real-time” data on the share price of each of the operating stores within the
virtual world for that particular round.
The Australian Bank provides the virtual businesses with the opportunity to acquire up
to three loans within each round. Figure 2.2 is a screen capture showing the avatar, operated
by the students of the associated virtual business, entering the bank to view the available
interest rate on each particular loan. Students, as the business, must adopt a specific business
strategy to determine if the interest rate is suitable at the time of purchase and whether the
Chapter 2: Technological context 29
injection of the loan into the business is potentially going to achieve the Key Performance
Indicator/s (KPIs) that the business is working towards. If the students proceed with the
acquisition of the loan, they must then go out-world (engage physically in the classroom
environment) to source and complete the required loan documents. The completed loan
documents must then be presented to the Board of Directors of the virtual business for
approval. Once approval is obtained, then the students are able to go back in-world to move
their avatar to the “loans counter” where the students then select which loan (at three
aggregated amounts) they wish to acquire. The avatar then confirms the loan and, through
the algorithms within the game, the loan is transferred to the virtual business’s bank account
and interest is instantly charged at frequent intervals throughout the round. In order to
students to quickly repay their loan, they must ensure that their pricing strategy of their
products incorporates a percentage to allow for the efficiency of their loan repayments, as
well as them realising that they must generate enough sales in order to quickly repay their
newly acquired loan.
Figure 2.2. Finance Island within the PierSim Business Island Simulation.
The Virtual Advertising store enables students to purchase different levels of
marketing campaign packages which allow the virtual business to physically advertise and
promote products within the virtual environment. If students wish to pursue a specific
marketing strategy, they need to develop suitable marketing material out-world through
available software applications, for example, Adobe Photoshop, and then deposit their files
in a specific storage area. Once the students have selected an appropriate marketing package,
they are then able to source an available advertising space of that category, for example, bus
shelter signs or the advertising blimps in the sky. Once selected, the students’ own marketing
30 Chapter 2: Technological context
materials appear on that advertising space within the virtual world. The distinct benefit of
this feature allows students to “visibly” see their creations in-world and have a deepened
sense of ownership of their virtual business. In accordance with the business’s marketing
strategy, the students are then able to promote the sale of their “premium products” through
their advertising material and, if other avatars walk past the business’s advertising and then
directly go to purchase the premium product from the business, then the business receives
extra benefits from the success of their marking campaign. This is calculated through the
program’s “Artificial Intelligence” that is operating behind the scenes within the virtual
environment.
The placement of the share market within Finance Island allows all users to
continually view the current value of their share price within each round. Through the use of
the program’s “Artificial Intelligence”, the shares are calculated based on the business’s
available funds within their bank account, the level of debt within the organisation and the
available products for sale within their stores. The students also have the opportunity to
engage directly in share trading by visiting their own control panel and buying and selling
shares of the other companies within the round. This adds another level of students’
engagement, as the organisation must develop a specific strategy to perform market research
of the share trading patterns so as to work towards making appropriate business decisions as
to the level of investment they wish to participate in. As students become more familiar with
the simulation and develop a more in-depth understanding of corporate business practices,
specifically aimed at senior schooling, they are able to participate in the merger and
acquisition of organisations within the virtual environment. Students need to go out-world to
conduct a Board meeting where they will develop a strategy and plan to merge with or
acquire other businesses. Students will also research the process of merges and acquisitions
within Australia and complete the necessary documentation to simulate what would likely
happen if they were in the real-world completing this transaction. Likewise, for the virtual
businesses that are performing at a loss and are going-concern, they too will participate in
the process of foreclosing their store and going into liquation. Again, students come out-
world to research how this process is achieved within the Australian free-enterprise
marketplace and complete the necessary steps to cease trading as an entity.
Finance Island is managed and operated by the simulation’s Artificial Intelligence in
the beginning phases of students participating in this learning experience. As students
become more familiar with the software application itself, as well as develop a more
comprehensive knowledge and understanding of business management practices, they are
then able to operate the Australian Bank and the Virtual Advertising store as a trading
business. However, through computer algorithms, the computer always maintain control over
Chapter 2: Technological context 31
the virtual share marketing so as to ensure accuracy and accountability of the data being
produced which, in turn, acts as the catalyst for allowing students to participate in effective
strategic business decision-making and respond to the business challenges that are presented
to them.
Location Two – Wholesale Island
Throughout each round, students determine when the most suitable time is to purchase their
inventories for their virtual business. Within the classroom learning environment, students
need to develop an inventory management strategy, for example, just-in-time management,
and then use their business’s avatar to access the Wholesale Island “in world.” Once at the
Wholesale Island (represented in Figure 2.3), students need to firstly examine the market to
locate their specific products for their particular business. Students then need to visit the
ticket ordering area to commence the ordering process. During this timed period, the student
(through his/her) avatar needs to select the appropriate products and then move to the
processing register, in order for the Wholesale business to tally their purchases and confirm
the order. Once a price has been negotiated, the avatar of the business pays for the products.
To simulate appropriate real-world supply chain management practices, the inventories are
then delayed in transit and will soon appear on the shelves of the avatar’s business.
Figure 2.3. Wholesale Island within the PierSim Business Island Simulation.
The Wholesale business is principally owned and controlled by the simulation’s
Artificial Intelligence where products populate within each business’s wholesaling area at
differing intervals. Students are made aware that sometimes their preferred product choice
may not be available for purchase and, therefore, they need to consider this supply chain
management issue within their business decision-making. Additionally, the prices of each of
32 Chapter 2: Technological context
the products available for sale at the Wholesale Island are interchangeable in response to the
current economic condition within the virtual environment. For example, prices will be
automatically altered, by the Artificial Intelligence’s use of algorithms to respond to the
changes in the economy’s inflation, Consumer Price Index (CPI) and the environment’s
Gross Domestic Product (GDP).
The Artificial Intelligence of the Wholesale Island also takes into consideration the
environmental impact that the businesses collectively have on the eagerness to purchase a
large volume of products. Therefore, as each business continues to purchase their
inventories, the environment starts to deplete. This is evidenced by the trees diminishing
throughout the simulation as more products are purchased. The impact of this is that the
economy starts to become “deleveraged” as businesses are too concerned about making
profit rather than exhibiting Corporate Social Responsibility (CSR) to preserve the
environment. If a suitable environmental policy is not developed by the businesses and
implemented in a timely manner, then the Wholesale Island will cease trade. This, in turn,
would have detrimental impact for each business, as the avatar of each business relies on the
purchase of products for sale from the other businesses, in order to stay alive and continue to
trade with their own organisation. Each business is able to contribute to an “Environment
Fund”; however, there is no minimal amount required unless a deleveraged state occurs, and
then collectively the businesses must raise a certain amount, in order for the Wholesale
business to commence trade again.
As students become more familiar with the trading practices of a wholesale
organisation, there is the opportunity for a group to own and operate the Wholesale Island.
The level of knowledge and understanding required for this specific organisation is more
suited to students studying in the senior secondary curriculum subject area, for example,
Accounting, Economics or Business Management related subjects. A condition of students
operating Wholesale Island is dependent upon these individuals developing a specific action
plan so as to continually engage in market research of the condition of the virtual economy
and then implement effective strategies so as to allow the other retail businesses to respond
to the challenges they have created within each round of the simulation.
Location Three – Retail Island
Retail Island (represented in Figure 2.4) consists of forty stores, ranging from: fast-food
outlets, coffee shops, health care providers, cinema complexes, music and electronics stores,
to name but a few. The stores are located in a two-storey shopping complex that enables each
avatar to be able to explore a range of retail opportunities. The stores are physically designed
to replicate those real-life store equivalents. For example, Domino’s Pizza Enterprises
Limited and Di Bella Coffee have become industry partners of the PierSim Business Island
Chapter 2: Technological context 33
Simulation and these stores have been designed in-world to replicate their out-world physical
corporate stores. Each store is operated by an avatar that symbolises the “health” of the
organisation. Students in the out-world are invited to apply for a position within any
organisation and would submit a Curriculum Vitae (CV) for that position. If successful, they
would be appointed to one of the management roles: Chief Executive Officer (CEO), Chief
Financial Officer (COO), Chief Marketing Officer (CMO) or Chief Operating Officer
(COO). Each role is responsible for the completion of specific tasks; however, every group
member can contribute to the completion of each task requirements.
Figure 2.4. Retail Island within the PierSim Business Island Simulation.
As a newly formed partnership, the students would complete the necessary documents
to register the business in accordance with Australian legal requirements. Once completed,
they receive entry into that particular store. Students must then employ the management
skills of these roles in order to make their business a success. For example, the Chief
Financial Officer (CFO) would be responsible for the development and maintenance of the
computerised Accounting system and would ensure the accuracy of the transactions
disclosed. This role holder would also be responsible for the overseeing of the development
of Key Performance Indicators (KPIs) in relation to the financial performance and financial
stability of the organisation.
In order to manage and operate the virtual business, the students must control their
avatar to make effective business decisions. There is a “Heads-Up-Display” (HUD) where
students are able to quickly determine the current level of success of their business. Within
the HUD, based on Maslow’s “hierarchy of needs” theory (Maslow, 1943), students are able
to view the “health,” level of “satisfaction,” and “relationship” status of their business. In
terms of health, students are able to determine what percentage of the business’s staff is
34 Chapter 2: Technological context
happy with the working conditions of the business imposed by the group as well as the
simulation’s Artificial Intelligence.
Figure 2.5. PierSim view showing HUD (upper left)
The level of satisfaction is representative of how the business’s customers have
responded to the purchase of the business’s products. Finally, the relationship bar illustrates
the level of engagement that the avatar has with other businesses. Each business’s avatar
must purchase products from other companies, in order to stay alive (and this is what drives
the economy). If any of these levels decrease below 50%, then the students, acting as the
Board, must implement effective strategies to improve their business. The organisations
should not purchase any product from the Wholesale Island if any of their HUD levels are
below 50%. The reason for this is that the wholesale products the business purchases would
become faulty (calculated by the simulation’s Artificial Intelligence). The risk of this
practice would be that other businesses could potentially sue this business for malpractice if
the other business was to consume a faulty product.
Students are able to rely on a range of strategies to ensure that products are being sold
within their virtual organisation. There is an embedded chat feature within the program
allowing the avatars to communicate with each other. Students can also rely on out-world
promotional strategies to entice other business’s avatars to visit their store. Students are also
able to design social media advertising and promotional avenues which can be directly
linked into the game. For example, students can create their own Twitter® account for the
virtual business and have twitter feeds appear within a block on the screen during each round
of the virtual simulation. Additionally, students can create their own Facebook® page and,
through the design of their advertising, promote the Facebook link on their billboard signs
that are displayed “in-world.” The availability of products for sale is clearly visible of the
shelves of the store; however, students can participate in promotional pricing of their
products by rearranging their product display to maximise the sale of a particular
Chapter 2: Technological context 35
promotional item. The students can also easily determine the amount of funds needed to
repay the business’s loan by retrieving this information from the store’s office computer
(located at the back of the store). Students are able to see real-time data of their virtual
businesses through a control page setup as a website database running parallel to the
program. This is where students can adjust the prices of their products, purchase shares from
other businesses, repay their loan commitments and view additional economic and business
data that may be distributed by the Virtual Administrator.
Location Four – Hotel Island
Hotel Island (represented in Figure 2.6) enables two groups of students to own and operate
two large hotel organisations. The implications of operating these two hotels are that they are
located a considerable distance from Retail Island. This could discourage other avatars to
make the journey to purchase products from these hotel organisations. However, to address
this, the direct health and satisfaction that avatar consumers will receive, after purchasing the
products, will almost double their current levels. This is seen as an attractive incentive for
avatars as other businesses only increase such levels by a minimal amount. Another
implication of these hotel businesses is that the products can only be sold as packages; thus
making them considerably more expensive than the single items for sale at other stores.
Again, the trade-off is that these packages return significantly better value for the
consumers’ money than that of competing businesses within the Retail Island.
Figure 2.6. Hotel Island within the PierSim Business Island Simulation.
Hotel Island is also host to the “Environmental Protection Agency” where all
businesses need to be mindful of the environmental impact that their business has on the
virtual environment and economy. Therefore, all avatars will need to visit this island at
36 Chapter 2: Technological context
specific intervals throughout each round, in order to contribute funds to the environmental
levy.
Location Five – Legal Island
Legal Island allows students to simulate what it would be like to appear in a court hearing.
Within the PierSim Business Island Simulation, each business is able to sue another business
for either engaging in misleading or deceptive business practices, or as a result of their avatar
receiving faulty products from the other business. Students would issue a notice to the other
business of their intent to engage in legal action with the organisation in question. The avatar
of both organisations is then summoned to appear in court at a specific point in time.
Students are given time to prepare the necessary documents for the case in the out-world of
the classroom. The Virtual Administrator then acts as the judge to hear the case and
determine an outcome.
Virtual Administrator Control Panel
The Virtual Administrator Control Panel enables the teacher to manage and operate the
entire round for the PierSim Business Island Simulation. The teacher is able to monitor and
advise on the fluctuations in the interest rates, raise awareness of the changes in the
wholesale product prices, inform the businesses of the current state of the environment and
the funds available within the environmental levy. The teacher can monitor and
communicate various issues in relation to the current economy by sending updates through
the chat functionality. Additionally, the teacher is able to view the business’s actual
transaction history against the financial records submitted by the organisation indicating their
version of their transaction history.
Once students become familiar with trading in the virtual economy, the program is
designed to allow the teacher to impose specific economic and business challenges which
assesses the students’ ability to participate in effective business decision-making strategies in
controlled situations. For example, the teacher can impose a global virus which initially is
reported within a near distant location to the PierSim Business Island’s economy and advise
that an action plan needs to be developed to respond to this potential threat. Therefore,
students need to continue operating in-world while a representative from each business
attends a forum out-world to discuss the action needed. Within moments, the teacher issues
another statement to indicate that there are reported cases of the global virus within the
community and this has now impacted the supply and distribution chains from Wholesale
Island. Within moments, the economy deleverages into a state of recession and it is critical
that the representatives from each group immediately respond to the latest threat. A final
statement is then issued declaring that trading is starting to cease with the directive that all
Chapter 2: Technological context 37
members of the community remain within the confines of their homes until a solution is
reached. Students must then realise they need to work together in order to prepare an
effective response to the global virus so as to not allow the virtual economy to decline into a
state of depression where all trade and communication ceases. Other examples of the
“instances” include the economy preparing a response to the global warming concerns and
developing a united policy to combat multinational and transnational organisations from
creating tax havens.
2.2 Teaching within and through the PierSim Business Island Simulation
Teaching within and through the immersive educational simulation is typically conducted in
“trading rounds” which mimic the way that businesses are set up and operate. Each round
enables the Artificial Intelligence (AI) of the program to build complexity over time, within
the round, to allow students to experience the varying degrees of economic difficulty within
the virtual trading environment. The round is divided into six stages:
Stage One – setting up the business in the out-world
Stage Two – gaining external financing
Stage Three – supply chain management
Stage Four – marketing campaign
Stage Five – the trading experience
Stage Six – responding to natural/economic disasters
Stage One – Setting up the business in the out-world
Students are informed of the specific virtual businesses and their products for sale within the
PierSim Business Island Simulation. The business available for selection are represented
from a range of industry; for example, a pizza shop, café, gym, medical practice, cinema,
clothing store, hotel, to name but a few. Students are briefed on the four key roles within
each business; them being: Chief Executive Officer (CEO), Chief Financial Officer (CFO),
Chief Marketing Officer (CMO), and Chief Operations Officer (COO). Students are then
invited to participate in the recruitment and selection process where they will apply for a
position. They will construct a curriculum vitae, covering letter and responses to key
selection criteria. Participation in the interviewing process will then occur and students are
informed of their successful appointment to a position. During this stage, teachers conduct
the interviews with the students and, in some cases, teachers have invited key industry
leaders to conduct the interviews so as to provide an authentic experience for the students.
Once in their business groups, students begin to research competitor businesses in the real-
38 Chapter 2: Technological context
world to determine the operations, marketing, financing and human resourcing within that
particular industry. Emphasis is placed on developing Key Performance Indicators (KPIs) for
each of the disciplines of business which is conducted in both in- and out-worlds.
Students are then invited to prepare a business plan for their specific business. The
business plan is then presented to a panel of judges (usually invited business industry
representatives) to determine if the business would be successful in gaining external
financing to commence operations. Upon approval of the business plan, students then begin
to construct their intended marketing campaign (i.e., develop their marketing objectives,
their marketing strategies, develop a marketing plan and develop their advertising and
promotional material). Prior to commencing the round in the lesson, students are invited to
set up a physical stall/shop in the classroom for their business. The shop design layout must
replicate that of the online virtual trading business. The reason for this is that other
businesses will physically need to discuss in-world issues (such as providing promotional
incentives to purchase from the business and discuss how each business would contribute
funds in response to economic or natural disasters) so having a physical presence out-world
will allow for more effective business communication. Once each physical stall has been set
up, students are able enter the in-world and make their way to Financial Island where the
ringing of the stock exchange bell will occur and students can begin operations in-world.
Stage Two – Gaining external financing
Students are encouraged to seeking external financing as soon as the trading round
commences. They need to decide which loan would most suit their operations. The teacher
would provide advice on the available financing options and then review the business’s
operational plan to assist the students in deciding which loan option is most feasible. It is
anticipated that students gain a solid understanding of the implications of varying loans at
different interest rates, and their repayment options. The teacher would lead a class
discussion on the various options and perform a SWOT analysis of each. The students,
through the use of their avatar, would then go back in-world to visit the Finance Island and
then acquire a loan from the financial institution. Students would complete the necessary
business loan application documentation and submit these forms to the teacher (acting as the
Management at the financial institution) to authorise approval of the loan. Once approval has
been given, students will have the funds automatically transferred to their business’s bank
account and the Chief Financial Officer (CFO) would record this in the computerised
accounting package file. As a result of acquiring additional funds, the students are now able
to purchase additional inventory from the wholesaler and engage in a comprehensive
marketing campaign to promote their product range.
Chapter 2: Technological context 39
Stage Three – Supply chain management
After obtaining appropriate financing, students are encouraged to attend the Wholesale
Island to purchase the necessary raw materials for their inventory. Students will then engage
in supply chain management processes, including appropriate legislative packaging and
labelling requirements, so that their products are legally ready for sale in their virtual trading
stores. Emphasis is placed on the specific importing regulations for the purchase of the raw
materials. The teacher is able to work with each group’s business to ensure that appropriate
regulations are adhered to for that particular industry. The group also has to decide whether
they are purchasing raw materials for the development of a standard product line or whether
they source higher quality raw materials to develop a premium product line. Students will
then have the choice as to how they position the types of products within the stall so as to
maximise sales at critical points throughout the allocated round. Students would specifically
focus on what pricing strategies are to be used in order to feasibly assign sales prices to each
of the products. After the group has finalised their selection of their raw materials, the
business then processes the transaction and waits a variable period of time for the products to
be manufactured and distributed to the business’s store. The Artificial Intelligence (AI)
within the program continually adjusts the supply chain management process. Students are
then able to see “real-time” how different conditions affect the supply chain management of
their products. The teacher is then able to ask each student for a report on the supply chain
management progress of each business, and this would usually be incorporated into the
business’s operations management plan.
Stage Four – Marketing campaign
Once the raw materials have been purchased for the manufacture and sale of inventory,
students begin to focus on a targeted marketing campaign for their business. Students are
able to critically reflect on their business’s vision and mission to ensure that their marketing
goals are in alignment. An initial due diligence would be conducted to ensure that the
business is aware of how to best attract their customers to their organisation. The teacher will
then guide students through completing a marketing plan for their business. Key concepts
include market research techniques and processes; customer analysis, competitor marketing
analysis; market targets; environmental/industry analysis; marketing strategy; advertising
and promotional strategy; financing for marketing; to name but a few. Students will then
concentrate of developing specific advertising and promotional material for their business
and products. For example, students develop a website to market their business to other in-
world businesses and consumers, create A4 advertisements which will then be uploaded onto
the billboards signs throughout the PierSim Business Island Simulation environment;
develop promotional cards to attract more customers to buy in bulk; and create a social
40 Chapter 2: Technological context
media presence to advertise their business. Students then visit the Virtual Advertising shop
to pay for an advertising package so that their advertisements can be displayed as soon as
possible “in-world.” They are also conscious of the marketing techniques and materials used
in their out-world stalls so as to attract even more customers. The teacher will then provide
students with the opportunity to implement various monitoring and measuring activities to
ensure that the group’s marketing campaign is increasing sales and meeting the desired
marketing goals.
Students are informed of the need to plan for a specific change to their marketing
strategy when the natural disaster or economic issue is applied to the virtual business trading
environment. The embedded Artificial Intelligence (AI) of the programs also tracks whether
the students’ different marketing approaches for the standard and premium product lines are
view by their customers and then sales occur simultaneously or straight after the exposure to
the marketing strategy. The 4 Ps of marketing (i.e., product, price, place and promotion) are
observed in order for the business to continually evaluate the effectiveness of the group’s
marketing approach for their business (both in- and out-worlds). Finally, students are
encouraged to engage in a post-campaign analysis (PCA) to understand which strategies
worked, how the target audience responded to the campaign, how differing stakeholders
viewed the marketing campaign, and what would be revised to further enhance sales in
future marketing campaigns.
Stage Five – The trading experience
After completing stages one to four, students are now in a position where they are able to
trade with other organisations. Students refer to the Web Control Panel to monitor their
inventory levels and view the amount of sales from both the standard and premium product
lines. In order to stimulate the economy, the students use their avatar from their own
business to visit another business and purchase goods and/or services from those businesses.
Teachers allow students to commence trading under normal conditions for the first fifteen
minutes of the round. Students are able to practically observe and engage in their marketing
campaign and operational management strategy to gain an in-depth understanding of how
businesses operate under typical economic market conditions. Students need to ensure that
their management effectiveness of their inventory is appropriate to the market conditions at
that point in time. Emphasis is placed on sales forecasting so that students are able to ensure
they have sufficient inventory on hand when the natural disaster or economic disaster is
imposed. Teachers proactively move throughout each business (both in- and out-worlds) to
provide real-time advice on how the business should best proceed within the current market
conditions. At this time, students are also encouraged to consider making repayments on
their business loan. This is to ensure that they are accountable to the increasing variable rates
Chapter 2: Technological context 41
on their loan which significantly increases towards the end of the round, as determined at
regular intervals by the Artificial Intelligence (AI). Teachers also request students submit
their Accounting financial statements halfway through the round to assess how well each
business is performing financially and whether they are in a strong financial position to be
able to survive the impending natural and/or economic disaster. The teachers also begin to
modify the conditions of other essential services (for example, increasing the sales price for
taxi fares and increase the interest rates of the business loans in the event that businesses try
to obtain further financing before the natural and/or economic disaster occurs).
Stage Six – Responding to natural/economic disasters
At the halfway point in the round, teachers call for an out-world special company meeting
where all students cease trade within in-world and await the direction of the teachers. A brief
is given as to the context and scope of the natural and/or economic disaster. Teachers
communicate that each business has ten minutes of planning time to devise a strategy to
implement when they are able to enter back “in-world.” This strategy must align with the
organisation’s vision and mission statement and must also uphold a sense of Corporate
Social Responsibility (CSR). Teachers work with each group to ensure that the group has
appropriate considered a range of issues when dealing with such natural and/or economic
disasters. Some groups might need to amend their KPIs or even develop a disaster recovery
plan in order to survive in the changed market conditions. Teachers then physically
manipulate the in-world environment to simulate the impact of the natural and/or economic
disaster. Once the variables have been inputted, the Artificial Intelligence (AI) then
interprets and assesses all of the variables so as to have a roll-on effect within the economy.
This will promote a significant contractionary economic response which will increase
inflation and disrupt all industry sectors within the virtual trading environment.
Students are then able to enter in-world and must instantly respond to the seriously
declining economic and market conditions. Students employ a range of strategic business
strategies and communication techniques in order to engage with other business and with the
program’s Artificial Intelligence (AI). They carefully track their inventory levels and
implement a revised marketing campaign to try to entice customers to purchase from them.
Students will inevitably see a serious decline in sales as the wholesalers can no longer supply
raw materials and the cost of production has significantly increased. Therefore, to elevate the
supply and demand issues, more successful businesses begin to increase their own sales
prices to capitalise on the economic downturn, or to try to regain some sales capacity in
order to not go into liquidation. Teachers then work with students to evaluate whether the
students’ responsive strategies are effective in the current climate or whether yet another
42 Chapter 2: Technological context
approach is warranted. Business become savvier and try to merge with other businesses in
order to provide more enticing promotional opportunities and encourage sales.
At the conclusion of the round, students cease trading and begin to determine how
well the business has been in terms of its financial performance and financial position.
Students evaluate their own management approach to the differing trading scenarios based
on their roles they performed within the business. Each student is then responsible for
collating their own section of work required for submission as a business portfolio. Teachers
then lead a group and class discussion on how each student and each group participated in
enhanced higher-order thinking skills to transfer their learnt knowledge of Economics and
Business concepts and skills to a real-world practical simulated environment. Students are
then able to provide targeted feedback on how such concepts and skills learnt in this virtual
trading learning platform could be applied to the current industry marketplace. Students are
then able to participate in subsequent rounds where, while the process is similar, the
environments become very different due to the varying issues experienced from changing
natural and/or economic disasters. Each level is designed by the teacher to become more
complex in the students’ application of the Economics and Business concepts and skills in
order to experience a deeper understanding of the interrelationships between theory and
current industry practice.
2.3 Chapter summary
This chapter has provided details of the in- and out-worlds of the PierSim Business Island
Simulation. It has described the roles played by both students and teachers in this learning
environment. Students, through their avatar, operate a virtual business and must employ a
range of business decision-making strategies in order to respond to economic challenges that
are imposed on them. Students trade with each other’s’ businesses through the simulation’s
five islands: (i) Location One – Finance Island; (ii) Location Two – Wholesale Island; (iii)
Location Three – Retail Island; (iv) Location Four – Hotel Island; and (v) Location Five –
Legal Island. The activity within the islands is managed through a Virtual Administration
control panel, where the teacher is able to construct the learning experiences and apply
specific pedagogical practices to engage students in the learning of Economics and Business
education.
Chapter 3: Pedagogical context 43
Chapter 3: Pedagogical context
This chapter will present the pedagogical context in which the study is located. This context
is framed by policy, professional and curricular demands faced by teachers in adopting new
technologies. From the initiative of Apple Computers, from 1985, with their establishment of
the “Apple Classroom of Tomorrow (ACOT)” project with their primary aim being to find
answers to “[w]hat happens to teaching and learning activities when students and teachers
have access to technology whenever they want or need it?” (Fisher, Dwyer & Yocam, 1996,
p. 2), to the increasing use of three-dimensional (3-D) multi-user virtual environments
(MUVEs) (Duncan et al., 2012), digital technologies have changed the face of learning and
teaching on an international scale. A key component of such reform appears to be as a result
of the level success of teachers being able to promote a transformative integration of ICT
within their learning environment (Peeraer & Van Petegem, 2012; Petko, 2012).
The history of digital technology in schools, sometimes labelled as educational
technology, has changed with the nature of the technology itself and with increasing access
over time. The notes to the ICT Capability offer that:
The nature and scope of ICT capability is not fixed but is responsive to ongoing
technological developments. This is evident in the emergence of advanced internet
technology over the past few years and the resulting changes in the ways that
students construct knowledge and interact with others.
(ACARA, n.d.-g, para. 3)
The previous chapter has presented the context of this study concerned with the
immersive educational simulation which forms part of the research setting of this study. This
chapter is similarly concerned with context, but, in this instance, will address the external
pressures on teachers to adopt digital technologies in the teaching of the Australian
Curriculum: Economics and Business (see Figure 1.1). The chapter will conclude with a
brief summary (Section 3.4).
The pressures to be detailed in this chapter, described as “demands” in the
conceptual framework (Figure 1.1) and introduced in Section 1.6.1, are:
the policy demands to use digital technology to transform teaching and learning (see
Section 3.1).
the professional demands on teachers to integrate digital technology into their
teaching (see Section 3.2).
44 Chapter 3: Pedagogical context
the curricular demands to integrate digital technologies into teaching and learning
(see Section 3.3).
3.1 Policy demands
Educational reforms in Australia have placed digital technologies high on the agenda. As
noted in Section 1.6, the Adelaide Declaration on National Goals for Schooling in the
Twenty-first Century (MCEETYA, 1999) laid down clear and explicit guidelines that
students should be confident users of information and communication technologies. It further
stated that Schools are expected to “integrate information and communication technologies
into their operations, to improve student learning, to offer flexible learning opportunities and
to improve the efficiency of their business practices” (p. 3).
The Melbourne Declaration on Educational Goals for Young Australians
(MCEETYA, 2008) recognised advancements in ICT and noted that young people need to be
highly skilled and adaptive to emerging technology-driven environments. Goal Two of the
Declaration states that successful learners must “have the essential skills in literacy and
numeracy and are creative and productive users of technology, especially ICT, as a
foundation for success in all learning areas” (MCEETYA, 2008, p. 8). Therefore, teachers
are challenged to deliver a meaningful curriculum that includes practical knowledge and skill
development in areas such as ICT. This will be crucial to the continuing development of
Australia’s skilled economy (MCEETYA, 2008, p. 13).
The key concepts that can therefore be drawn from the Melbourne Declaration in
regard to ICT relate to practical knowledge and skill development. Virtual worlds afford
these outcomes by simulating real life (see Gregory et al., 2013). The PierSim Business
Island Simulation attempts to create a learning experience that encourages the students to
engage in strategic business decision-making within a unique learning environment.
The simulation, as with other virtual worlds designed for education, also afford
immersion in an experience that simulates “real” experiences (Jacka, 2018). Using the
principles of experiential learning, students are able to action their strategies and reflect on
the outcomes within the simulated environment (see Chapter 2).
These high-level national policies support the adoption of digital technologies in
teaching and learning in principle. No specific technologies or skills are included and none
are precluded, leaving the way open for schools to work with educational simulations and
virtual worlds. The emphasis in the policies is on the adoption of the use of digital
technologies being meaningful. The concept of “meaningful learning” is unpacked in the
Chapter 3: Pedagogical context 45
characteristics of meaningful learning described by Jonassen (1999), namely: Active,
Constructive, Cooperative, Authentic and Intentional (Section 1.6.2).
3.2 Professional demands
All practising teachers in Australia are required to hold professional registration. This
registration is governed by and subject to the meeting of the Australian Professional
Standards for Teachers (APST) (AITSL, 2014). These standards comprise seven
interconnected, interdependent and overlapping standards grouped into three domains: (1)
Professional Knowledge, (2) Professional Practice; and, (3) Professional Engagement scaled
across four career stages: Graduate, Proficient, Highly Accomplished and Lead.
For contemporary educational institutions, the transition from teachers using Web
2.0 technology tools to represent the same information to students, to selecting Web 2.0 and
Web 3.0 technologies which may encourage students to augment their own learning,
arguably requires a paradigm shift within educators’ pedagogical beliefs towards the
available technology devices. This will require a radical reform for most teachers in that they
are now challenged to rethink how they identify themselves as “teachers” of a technology-
driven educational landscape.
There are unequivocal professional demands on teachers in regard to “digital
competency” or “ICT competency standards.” These are described through national and
international frameworks which are alternately theoretical, that is, drawn from systematic
research or systemic policy guidelines or mandatory requirements (Lloyd, 2016). The
following section will consider the formal (regulatory) based on career stages and/or
levels/stages of practice. The informal expectations mapped as development models are
described in Section 4.4 (and summarised in Figure 4.5).
3.2.1 Regulatory expectations
While there is no formal nationally-accepted regulatory ICT framework for teachers, the
value of ICT integration within education is supported by the Australian Professional
Standards for Teachers. These are used in this thesis to inform the findings of this study (see,
for example, Section 8.4.1). The adoption of the standards means that teachers are now
accountable to regulatory authorities, such as the Queensland College of Teachers, for the
effective integration of ICT within their curriculum areas, along with other identified aspects
of teaching. Standards 2.6, 3.4 and 4.5 (discussed in the following subsections) make explicit
reference to ICT. These are expanded in the following.
46 Chapter 3: Pedagogical context
Standard 2.6: Information and Communication Technology (ICT)
Table 3.1 presents the descriptors for Standard 2.6 of the Australian Professional
Standards for Teachers, Information and Communication Technology, across the designated
stages of a teacher’s career. The descriptors show a clear focus on pedagogy through their
reference to “teaching strategies” and the attention given to enhancing learning opportunities
for students.
Table 3.1
Descriptors of Standard 2.6 of the Australian Professional Standards for Teachers by career
stage
Career Stage Focus Area 2.6: Information and Communication Technology (ICT)
Graduate Implement teaching strategies for using ICT to expand curriculum
learning opportunities for students.
Proficient Use effective teaching strategies to integrate ICT into learning and
teaching programs to make selected content relevant and meaningful.
Highly
Accomplished
Model high-level teaching knowledge and skills and work with
colleagues to use current ICT to improve their teaching practice and
make content relevant and meaningful.
Lead Lead and support colleagues within the school to select and use ICT
with effective teaching strategies to expand learning opportunities and
content knowledge for all students.
It is clear that Standard 2.6 is focussed on the “integration” of digital technologies
into “content” areas, that is, rather than its being taught as an isolated or discrete area of
study or skill development. This positions it in the role of teaching “with” or “through” ICT
to achieve particular curriculum goals. This, in turn, sits well with the demands of the
Australian Curriculum: ICT Capability which mandates the inclusion of digital technologies
in all learning areas. It presumes the technological constructs of TPACK and focuses on the
pedagogical and content knowledge constructs (see Sections 1.4.2 and 4.3.2). This also
means that, as for Watson (2001), pedagogy comes before technology and should drive any
decisions about teaching and learning.
Standard 3.4: Select and use resources
Table 3.2 presents the descriptors for Standard 3.4 of the Australian Professional Standards
for Teachers, Select and use resources, across the designated stages of a teacher’s career.
Chapter 3: Pedagogical context 47
Table 3.2
Descriptors of Standard 3.4 of the Australian Professional Standards for Teachers by career
stage
Career Stage Focus Area 3.4: Select and use resources
Graduate Demonstrate knowledge of a range of resources, including ICT, that
engage students in their learning.
Proficient Select and/or create and use a range of resources, including ICT, to
engage students in their learning.
Highly
Accomplished
Assist colleagues to create, select and use a wide range of resources,
including ICT, to engage students in their learning.
Lead Model exemplary skills and lead colleagues in selecting, creating and
evaluating resources, including ICT, for application by teachers
within or beyond the school
Standard 3.4 is of particular interest in this study because it refers to the purposeful
selection of resources to engage students in their learning. While the resource, the PierSim
Business Island Simulation has been pre-selected, teachers who participated in this study had
considerable autonomy in their selection of functions within the simulation and in how they
structured learning experiences for students (see the recount of practice, Section 8.1.1). The
modelling of skills and support for colleagues described in the Lead career stage (see Table
3.3) was also of interest in the analysis of teacher practice in this study.
Standard 4.5: Use ICT safely, responsibly and ethically
Table 3.3 presents the descriptors for Standard 4.5 of the Australian Professional Standards
for Teachers, Use ICT safely, responsibly and ethically, across the designated stages of a
teacher’s career. There are numerous instances where these management and operational
aspects of ICT can be made manifest in the PierSim Business Island Simulation, particularly
through the social media channels of the simulation (see Section 2.2; Stage Four – Marketing
campaign).
48 Chapter 3: Pedagogical context
Table 3.3
Descriptors of Standard 4.5 of the Australian Professional Standards for Teachers by career
stage
Career Stage Focus Area 4.5: Use ICT safely, responsibly and ethically
Graduate Demonstrate an understanding of the relevant issues and the strategies
available to support the safe, responsible and ethical use of ICT in
learning and teaching.
Proficient Incorporate strategies to promote the safe, responsible and ethical use
of ICT in learning and teaching.
Highly
Accomplished
Model, and support colleagues to develop, strategies to promote the
safe, responsible and ethical use of ICT in learning and teaching.
Lead Review or implement new policies and strategies to ensure the safe,
responsible and ethical use of ICT in learning and teaching.
These professional demands, as with the national policies (Section 3.1), are high-
level and generalised. The intent is similarly clear in regards to the expectation that teachers
will make use of digital technologies in their classrooms to make learning experiences
meaningful. What is missing however, are the details of how the requirements of the
standards could be achieved. For example, that proficient teachers are to use effective
teaching strategies to integrate ICT into learning and teaching programs to make selected
content relevant and meaningful and that highly accomplished teachers are to model high-
level teaching knowledge and skills is mandated without explanation or advice. The
theoretical model and signature pedagogy developed by this thesis (see Chapters 8 and 9)
offer direction for teachers in how educational simulations might be used to demonstrate
achievement of the ICT-specific professional standards for teachers. Selected career stages,
namely, Proficient, Highly Accomplished and Lead, relating to Standard 2.6 were used as a
referent to indicate change in teachers’ practice and beliefs (see Section 8.4.1).
3.3 Curricular demands
Teachers need to have knowledge of current curriculum. Shulman (1986) referred to
curricular knowledge as a third form of content knowledge described as “the materia medica
of pedagogy, the pharmacopeia from which the teacher draws those tools of teaching that
present or exemplify particular content and remediate of evaluate the adequacy of student
accomplishments” (p. 10).
Chapter 3: Pedagogical context 49
The curricular demands on teachers in Australia to adopt digital technologies are
twofold. The first is the demands of the General Capability dedicated to the use of digital
technologies, the ICT Capability (Section 3.3.1) while the second is the demands of the
subject area, Economics and Business (Section 3.3.2).
3.3.1 Australian Curriculum: ICT Capability
The introduction of the national Australian Curriculum in 2012 reinforced the importance of
effective ICT integration through its advocacy for the ICT capability as one of the key
dimensions that affects all curriculum areas (see Section 1.6). The ICT dimension
specifically states that:
… students develop ICT capability as they learn to use ICT effectively and
appropriately to access, create and communicate information and ideas, solve
problems and work collaboratively in all learning areas at school, and in their lives
beyond school. The capability involves students in learning to make the most of the
digital technologies available to them, adapting to new ways of doing things as
technologies evolve and limiting the risks to themselves and others in a digital
environment.
(ACARA, n.d.-g, para. 1)
The ICT General Capability is categorised into five interrelated “organising
elements”, namely, (i) applying social and ethical protocols and practices when using ICT;
(ii) investigating with ICT; (iii) creating with ICT; (iv) communicating with ICT; and (v)
managing and operating ICT (ACARA, n.d.-g) (Figure 1.3).
Figure 3.1. Organising elements of the ICT General capability (ACARA, n.d.-g).
50 Chapter 3: Pedagogical context
While these “organising elements” are designed to build upon students’ knowledge,
understanding and engagement with ICT, they form an important guide for teachers in
providing opportunities for students to enhance their learning with the use of ICT.
The intention of the organising elements is presented in detail in the ICT Continuum
(Appendix A), including descriptors for Levels 5 and 6 (expectations for Year 8 and Year 10
students, respectively, which is the target for the Economics and Business curriculum). The
“organising elements” (in alphabetical order) are:
Applying social and ethical protocols and practices when using ICT: Students are
required to:
… apply appropriate practices to recognise the intellectual property for digital
information of themselves and others. They use appropriate practices for the
physical and logical storage and security of digital information and apply appropriate
protocols when using ICT to safely create, communicate or share information.
Students gain an understanding of the benefits and consequences of the use of ICT
by individuals, groups and communities and the impact of the use of ICT on the
fabric of society.
(ACARA, n.d.-b, para. 1)
The sub-elements for this element are: (i) recognise intellectual property; (ii)
apply digital information security practices; (iii) apply personal security protocols; and
(iv) identify the impacts of ICT in society (see Appendix A, Table A1).
Communicating with ICT: students are required to “communicate and share ideas and
information to collaboratively construct knowledge and digital solutions” (ACARA,
n.d.-c, para. 1). The sub-elements for this element are: (i) collaborate, share and
exchange; and, (ii) understand computer mediated communications (see Appendix A,
Table A2).
Creating with ICT: Students are required to “generate ideas, plans and processes that
clarify a task or steps in order to respond to questions, realise creative intentions and
create solutions to challenges and tasks” (ACARA, n.d.-d, para. 1). The sub-elements for
this element are: (i) generate ideas, plans and processes; and, (ii) generate solutions to
challenges and learning area tasks (see Appendix A, Table A3).
Investigating with ICT: Students are required to “use ICT to define and plan information
searches of a range of primary and secondary sources. They locate, access, generate,
organise and/or analyse data and information and apply criteria to verify the integrity
and value of the digital data, information and sources using ICT” (ACARA, n.d.-i, para.
1). The sub-elements for this element are: (i) define and plan information searches; (ii)
Chapter 3: Pedagogical context 51
select and evaluate data and information; and, (iii) locate, generate and access data and
information (see Appendix A, Table A4).
Managing and operating ICT: students are required to “apply technical knowledge and
skills to efficiently and securely manage and maintain digital data” (ACARA, n.d.-j,
para. 1). The sub-elements for this element are: (i) select and use hardware and software;
(ii) understand ICT systems; and, (ii) save and retrieve digital data with support (see
Appendix A, Table A5).
This study will select only three of the five “organising elements” to enable teachers
to measure their pedagogical practices within the immersive educational simulation (see
Chapter 9, Conclusion). The three to be used are: creating with ICT; communicating with
ICT; and managing and operating ICT. The justification for omitting the “applying social
and ethical protocols and practices when using ICT” organising element is that it principally
focuses on “developing an understanding of intellectual property for digital information, and
applying appropriate practices” (ACARA, n.d.-b). For this particular study, the design of the
intellectual property environment, the PierSim Business Island Simulation environment, has
already been established in that teachers and students are working on a secure “controlled”
private platform. The virtual businesses within this secure environment (for example,
Domino’s Pizza Enterprises Limited) have given permission for students to operate these
companies and apply strategic business decision-making practices when exposed to various
economic challenges. The justification for omitting the “investigating with ICT” organising
element is that the PierSim Business Island Simulation already provides the environment
which enables students to “select and evaluate data and information” (ACARA, n.d.-i).
While students are made aware of how these elements have been considered, they are outside
of both the teachers’ and students’ area of responsibility.
The construct of three of the “organising elements” can be applied to a teacher’s
interpretation of their own pedagogy when faced with the immersive educational simulation
of the PierSim Business Island Simulation in the following ways:
Creating with ICT: teachers are required to scaffold students’ opportunities to
generate ideas, plans and processes, to realise creative intentions and to create
solutions to challenges and tasks.
Communicating with ICT: teachers create opportunities for students to communicate
and share ideas and information to collaboratively construct solutions to challenges
and tasks.
Managing and operating ICT: teachers are required to develop students’ technical
knowledge and skills to efficiently and securely manage and maintain digital data.
52 Chapter 3: Pedagogical context
3.3.2 Australian Curriculum: Economics and Business
The Australian Curriculum: Economics and Business places importance on the need for
students to develop ICT capabilities specific to the Economics and Business concepts and
skills in order to be responsive and adaptable to participate in business activities as
technologies evolve. This, in turn, allows students to “use ICT as an investigating tool to
locate, research, access and display information, analyse and interpret data, and create,
communicate and present economic and business information to a variety of audiences”
(ACARA, n.d.-e, para. 2).
The General Capabilities (Section 3.3.1, Figure 3.1) are embedded into each learning
area, meaning that curricular demands can be contextualised into discipline areas. The
contextualised demands of the ICT General Capability relating to the Australian Curriculum:
Economics and Business is stated as follows:
In the Australian Curriculum, students develop Information and Communication
Technology (ICT) capability as they learn to use ICT effectively and appropriately to
access, create and communicate information and ideas, solve problems and work
collaboratively in all learning areas at school and in their lives beyond school. ICT
capability involves students learning to make the most of the digital technologies
available to them, adapting to new ways of doing things as technologies evolve and
limiting the risks to themselves and others in a digital environment.
(ACARA, n.d.-g, para.1)
Appropriate selection of ICT tools is necessary to enable teachers to teach specific
Economics and Business concepts which will allow students to recognise the “way that
changes in technology have transformed, and continued to transform, the business
environment” (ACARA, n.d.-e, para. 2). The PierSim Business Island simulation, for
example, mimics computerised trading on the stock exchange.
A critical component of level of decision-making within an ICT environment
specific to Economics and Business is the ability for students to “collaborate” and
“communicate” economic and business information online. Jacka (2018) concluded that the
affordances of virtual worlds provide opportunities for their students to: (i) develop
collaboration skills; (ii) be active participants in the teaching–learning process; (iii) have an
increased capacity to express themselves by being an avatar; and (iv) develop lifelong
learning skills (p. 92). Developing these skills promotes appropriate social and business
ethical protocols and practice to guide students’ consumer and financial decisions. This
practice is effective in teaching students to limit the risks to themselves and others in a
digital environment” (ACARA, n.d.-e, para. 1). Risks are limited through the PierSim
Chapter 3: Pedagogical context 53
Business Island because all hypothetical trading activities are limited to a private virtual
space situated internally on the school’s server (see Section 2.2).
Integral to the study of the Australian Curriculum: Economics and Business is the
ability for students to be able to employ specific Economics and Business skills; for
example, research, analyse and synthesise. The syllabus states that students should exhaust a
variety of sources in their business research including reference to “electronic media, reports,
and graphs and tables that display data using digital platforms and other emerging
technologies” (ACARA, n.d.-e, para. 3). When demonstrating the skill of “application”,
students are encouraged to engage in problem-solving across a range of economic and
business scenarios and contexts. The use of an immersive educational simulation, such as the
PierSim Business Island Simulation, enables students to apply the skill of “application” to
engage in problem-solving of how to effectively manage their business’s finances in order to
purchase products from the wholesaler and be able to then promote and sell their products
through a specific distribution channel. Students access electronic media and generate
reports from the PierSim Business Island Simulation to then be able to develop business
strategies to become profitable within the ever-changing economic environment. The use of
this emerging technology which enables students to demonstrate these skills in a specific
virtual environment is in alignment with the expectation of the syllabus (ACARA, n.d.-e,
para. 3). This approach challenges existing traditional pedagogical approaches where
teachers select business case studies for students to investigate and source reports, graphs
and other data sources in order to provide commentary on how that business should proceed
with its pursuit of increasing profits or business growth.
3.4 Chapter summary
This chapter has provided details of the demands, introduced in the conceptual framework
(Figure 1.1), on teachers’ pedagogy relating to the use of digital technologies in the teaching
of Australian Curriculum: Economics and Business. These are: the policy demands to use
digital technology to transform teaching and learning; the professional demands on teachers
to integrate digital technology into their teaching; and, the curricular demands to integrate
digital technologies into teaching and learning. Each has been described and contextualised
in the adoption of the PierSim Business Island. The following chapter (Chapter 4) will
present the literature review used to inform this study. It takes its structure from the
conceptual framework presented as Figure 1.1 (Section 1.3).
54 Chapter 4: Literature review
Chapter 4: Literature review
As noted in Chapter 1, this study is primarily focussed on teachers and how they interpret
(and re-interpret) their practice when confronted by disruptive technologies. In Grounded
Theory, a literature review is typically prepared after data has been collected and analysed
(Charmaz, 2006, 2010, 2014). As explained, this condition was not strictly adhered to
because of the demands of doctoral candidature and the need to ground the data instruments
in research (Section 1.10). What is presented in this chapter is a pragmatic combination of
investigation into existing research both before, during and after the conduct of the study. It
still fulfils the role of a literature review to inform the study and to guide the analysis.
This literature review is organised by the elements of the Conceptual Framework
(see Section 1.3, Figure 1.1). The three main elements, which are first described discretely in
this chapter, are: Pedagogy (Section 4.1), Technology (Section 4.2), and Teacher (Section
4.3). The later sections look to the overlaps between the elements, particularly as they are
represented in models of teacher adoption of technology (Section 4.4). This chapter
concludes with an updating of the Conceptual Framework to include selected models and
approaches discussed in this review (Section 4.5).
4.1 Pedagogy
Effective pedagogical practices that promote students being able to develop higher-order
thinking and creative problem-solving skills have received increasing attention in the current
education landscape. Teachers draw upon a range of pedagogical theories to inform their
practise of educating students within their subject-specific curriculum area/s. As noted, in
this study (see Section 1.6), “pedagogy” relates simply to individual teaching practice. The
term “pedagogy” has been used over time to explain the phenomenon of what teachers do to
educate their students and acknowledge the theories that informs their practice.
Effective teacher pedagogical practices within specific subject discipline areas date
back to the philosophical seminal work of Dewey where he suggested that “it is not the
question of how to teach the child geography, but first of all the question what geography is
for the child” (Dewey, 1897/1972, p. 169). Dewey proposed the idea that “genuine subject
matter” within the curriculum for each subject allows students to make sense of that subject-
specific curriculum based on their own experiences (Noddings, 1998, p. 37). Dewey
(1897/1972) argued that a teacher’s knowledge and experience of a subject-specific
curriculum concepts and skills would reflect the way that he/she transforms discipline-based
knowledge that allows students to actively engage with that curriculum learning. He argued
Chapter 4: Literature review 55
that “there is a rough and ready way, in current pedagogical writing, of discriminating
between the consideration of the curriculum or subject-matter of instruction and the method”
(Dewey, 1897/1972, p. 164). Dewey (1902) advocated that the teacher is pivotal in allowing
students to see value in school subjects. The significance of Dewey’s (1897/1972) view is
that the learner’s experience of engaging with the subject-specific concepts and skills is
dependent upon how a teacher tailors his/her disciplinary knowledge and integrates it in an
educational setting.
Shulman (1986, 1987) explored the theoretical positions developed by Dewey
(1987/1972) to focus on the nexus between teachers’ knowledge and their own interpretation
of the subject-specific curriculum. Shulman (1987) proposed the question, “What are the
sources of the knowledge base for teaching?” (p. 4) in an effort to improve teacher
pedagogical practice. He theorised that a teacher’s knowledge base is comprised of one’s
content knowledge, pedagogical content knowledge and curricular knowledge (Shulman,
1986, 1987) with an emphasis on the need for a teacher to understand and transform
disciplinary subject matter. The subject’s Content Knowledge (CK) refers to propositional
knowledge and an in-depth understanding of the structure of the subject-specific curriculum
(Shulman, 1986, 1987). Pedagogical Content Knowledge (PCK) refers to “the ways of
representing and formulating the subject that make it comprehensible to others” including
“analogies, illustrations, examples, explanations” (Shulman 1987, p. 8). Whereas, curricular
knowledge explores the full range of “materials and programs that serve ‘tools of trade’ for
teachers” (Shulman, 1987, p. 7). Sexias (2001) argued that Shulman’s (1986, 1987) work
was critical in understanding the importance of how teachers teach specific subject matter:
Shulman’s research program is particularly important for any focus on the teaching
of subject matter, since it provides a theoretical framework for understanding the
connections between “content” and “pedagogy.” Indeed, it was developed to restore
a place for the sustained consideration of “content” within the purview of
pedagogical research, a place that has been largely eclipsed by generic process-
product research in the 1980s. This was the first, and arguably the most important to
date, of research programs arching across subject areas and disciplines, which also
took the distinctiveness of subjects and disciplines as serious objects of study.
(Sexias, 2001, p. 546)
Deng (2007) suggested that Shulman’s theorisation of a teacher’s knowledge base is
“predicated on the necessity of classroom teachers’ understanding and transformation of the
subject matter of an academic discipline” (p. 503). Emphasis was placed on “understanding”
subject matter and the “transformation” of subject matter. Therefore, Deng (2007) argued
56 Chapter 4: Literature review
that teachers are “curriculum developers” who translate and interpret “the curriculum-as-
offered in to curriculum-in-use” (p. 514). This curriculum development was apparent in this
study in how teachers explore Economics and Business concepts through an immersive
education simulation such as the PierSim Business Island Simulation.
4.1.1 Shulman’s theorisation of pedagogy
PCK (Pedagogical Content Knowledge) is the knowledge about what teaching approaches fit
the content and how elements of the content can be arranged for better teaching (Shin et al.,
2009). The original concept of PCK was developed by Shulman (1986, 1987) and, as with
the TPACK model based upon it (Figure 1.2), it can also be represented by intersecting
circles (Figure 4.1).
Figure 4.1. Pedagogical Content Knowledge (PCK) framework (Shulman, 1986).
Shulman (1986) argued that being an effective teacher involved more than having
the knowledge of the subject matter and delivering such content with the aid of general
pedagogical strategies. The PCK framework thus allowed the distinction between an
“expert” teacher of a subject-specific curriculum area, as opposed to a subject-specific expert
(Angeli & Valanides, 2009). It also explored teachers’ knowledge of representations of the
content of the curriculum area and an associated understanding of students’ conceptions and
difficulties in making connections with such knowledge of the content.
Pedagogical content knowledge is considered a second type of content knowledge,
one which “includes an understanding of what makes the learning of specific topics easy or
difficult; the conceptions and preconceptions that students of different ages and backgrounds
bring with them to the learning of those most frequently taught topics and lessons”
(Shulman, 1986, p. 9).
Chapter 4: Literature review 57
4.1.2 Shulman’s signature pedagogies
Shulman (2005) theorised specific “types of teaching that organise the fundamental ways in
which future practitioners are educated for their new professions” (p. 52). These “signature
pedagogies” implicitly define the specialised knowledge within a specific field of study and
describe how such knowledge is learnt within that particular environment (Shulman, 2005, p.
52). Shulman (2005) argued that signature pedagogies “are important precisely because they
are pervasive” (p. 52). The specific way in which the knowledge is taught is unique to that
environment and defines the functions of expertise within that particular field of study.
Shulman (2005) explained that signature pedagogies have three specific dimensions
that are not unique to the individual teacher but are replicated in nearly all those who are
teaching within that specific learning construct:
– surface structure which consists of “concrete, operational acts of teaching and
learning, of showing and demonstrating, of questioning and answering, of
approaching and withholding, of approaching and withdrawing” (p. 55);
– deep structure which depicts a set of assumptions pertaining to how teachers impart
specific knowledge and the skills in how to do this; and
– implicit structure which consists of a set of beliefs about the teacher “attitudes,
values and dispositions” (p. 55).
At the core of signature pedagogies is the belief that the teacher has the choice in how to best
impart knowledge based on experiences of “best practice” from a range of approaches. This
choice highlights the importance of achieving certain outcomes for the explicit teaching of
specific knowledge within that particular domain or environment (Shulman, 2005, p.55).
These three dimensions that form a signature pedagogy help to explain the “relative
durability and robustness” to teaching within this specialised field of study (Shulman, 2005,
p. 56). Therefore, signature pedagogies exist to simplify the dauntingly complex challenges
of bridging theory and practice by persistently trying to transform knowledge attainment to
knowledge in use (Shulman, 2005). Shulman (2005) argued that the traditional classroom
teaching encouraged pedagogical inertia and “only the most radical of new conditions – such
as sharp changes in the organisation or economics of professional practice or in the
technologies of teaching” (p. 56) would encourage the ideation of signature pedagogies.
However, these pedagogies also rely on students to be active participants in the learning
process and make relevant contributions to the learning experience.
The signature pedagogy allows students to be both active and interactive in the
learning environment (Shulman, 2005, p. 57). The teacher, however, is still pivotal in
managing and leading the level of activity and interactivity within the learning environment.
58 Chapter 4: Literature review
Subsequently, the emergence of new technologies creates opportunities to re-examine the
fundamental signatures of teaching specific knowledge areas within these different learning
environments (Shulman, 2005, p. 57).
4.2 Technology
Technology continually changes the landscape in which learning occurs. Contemporary
classrooms are equipped with latest technology-enabled learning tools that promote
collaborative learning experiences (Adu & Poo, 2014). These technologies have been
incorporated into the curriculum design process for quite some time and emphasis is placed
on Technology-Enhanced Learning (TEL) (Adu & Poo, 2014). A core focus of TEL is the
alignment of teaching practice with the introduction of new technologies (Huang, Yang, &
Zheng, 2013). The evolution of TEL has progressed from e-learning (e.g., computer network
learning) to mobile learning, to smart learning which focuses on social technologies to assist
in the mobile learning environment (Adu & Poo, 2014). Smart Learning Environments
(SLE) integrate advanced technologies into the learning experience and enable teaching
practices to evolve with the enhanced learning environments (Huang et al., 2013). Such
enhanced environments place the learner at the forefront of the learning experience and rely
on the use of Artificial Intelligence (AI) to increase the levels of engagement and knowledge
acquisition (Gros, 2016). Zhu, Yu and Riezebos (2016) suggested that:
… a smart learning environment aims to support learners to obtain new knowledge,
even while they are engaged in leisure activities. It plays the role of a coach, or
guide, who seeks opportunities to advise learners on their daily life by taking their
needs and preferences into account. To sum up, the goal of a smart learning
environment is to provide self-learning, self-motivated and personalized services. (p.
12)
The PierSim Business Island Simulation could be classified as a SLE due to the
program utilising AI to allow students to engage with a virtual trading platform that requires
the learner to fully engage in the learning experience and practise their knowledge of
Economics and Business concepts and skills using real-world industry scenarios to acquire
new knowledge. However, the introduction of SLE requires investigation as to the
affordances of such technologies in providing the opportunities to enhance the learning
experience and outcomes for students and teachers.
4.2.1 Affordances of technologies
Lloyd (2018) described the affordances of educational technology as being “the qualities we
notice and purposefully exploit to enhance what our students can do in terms of the
Chapter 4: Literature review 59
amplification of human capacities. Affordances are what, consciously, or otherwise, lead us
to select one technology over another to fulfil a particular role in teaching and learning” (p.
37). Angeli and Valanides (2009) argued that early adopters of emerging technologies should
focus on “establishing pedagogical connections between the affordances of technology and
the teaching of a particular content domain” (p. 155, emphases added).
The earliest identification of the affordances of Virtual Worlds was offered by
Warburton (2009) who suggested that these environments have the potential to provide:
Extended or rich interactions
Visualization and contextualization
Authentic content and culture
Identity play
Immersion
Simulation
Community presence
Content production.
Dalgarno and Lee (2010) investigated the particular affordances of 3-D Virtual
Learning Environments (summarised in Figure 4.2).
Figure 4.2. Elaborated model of learning in 3-D VLEs incorporating unique characteristics and learning affordances (Dalgarno & Lee, 2010, p. 24).
60 Chapter 4: Literature review
Dalgarno and Lee (2010) identified two distinguishing features of 3-D VLEs:
representational fidelity and learner interaction. These features, in turn, affect learners’
experiences and affect the construction of identity, sense of presence and co-presence. The
learning benefits they identified are: spatial knowledge representation; experiential learning;
engagement; contextual learning; and collaborative learning. Overall, Dalgarno and Lee
(2010) concluded that 3-D VLEs offered five learning affordances: (1) learning tasks that
lead to the development of enhanced spatial knowledge representation of the explored
domain; (2) experiential learning tasks that would be impractical or impossible to undertake
in the real-world; (3) learning tasks that lead to increased intrinsic motivation and
engagement; (4) learning tasks that lead to improved transfer of knowledge and skills to real
situations through contextualisation of learning; and, (5) tasks that lead to richer and/or more
effective collaborative learning than is possible with 2D alternatives (p. 17).
4.2.2 Disruptive technologies
There appears to be almost daily change to the way we live, work, play and learn wrought by
new technologies (Johnson et al., 2013; McNaughton & Light, 2013; Sternberg & Preiss,
2013; Toffler, 2013). Some, referred to as sustaining technologies, enter our lives quietly and
incrementally bring change to known technologies (Bower & Christensen, 1995;
Christensen, 1997; Zeleny, 2009). Others, in contrast, are regarded and labelled as “radical”
or “disruptive” and frequently displace established technologies and practices or make them
obsolete (Bower & Christensen, 1995; Christensen, 1997; Kilkkia, Mäntyläa, Karhua,
Hämmäinena, & Ailistob, 2018). For example, the first telephones, Alexander Graham Bell’s
“electrical speech machines” were disruptive as were the changes in the design and capacity
of disk drives (Christensen, 1997). More recently, the introduction of electric cars (Zeleny,
2009) and 3-D printing (Clark, Çallı, & Çallı, 2014; Wadhwa, 2014) has caused similar
disruption to what people understand and know. Li, Porter and Suominen (2017) identified
the characteristics of disruptive technologies as being: radical novelty, relatively fast growth,
coherence, prominent impact, uncertainty and ambiguity.
A specific area of interest to this study relating to technology is disruption,
introduced in Chapter 1 and included in the conceptual framework for this study (see Figure
1.1). This section presents a more detailed discussion of technological disruption,
particularly in its impact on teaching and learning. Consequent to this, is a discussion of a
particular disruptive educational technology, namely, immersive educational simulations.
Therefore, because of the specific focus of this study on “disruptive technology,” namely the
PierSim Business Island Simulation, it is of interest to include a brief discussion of new and
emerging technologies and how they have been accepted and adopted in teaching and
learning.
Chapter 4: Literature review 61
The internationally-recognised New Media Consortium’s (NMC) Horizon Report
outlined emerging technologies that will seriously impact the global educational
environment in the near future (Johnson, Adams & Cummins, 2012). With the report
commenting on the significant increase of “Bring Your Own Devices” (BYODs) in
mainstream schooling, a key technological aid to support these devices will be the use of
Personal Learning Environments (PLEs) and the emergence of Augmented Reality (AR)
(Johnson et al., 2012). BYODs, PLEs and ARs are shifting educational paradigms to
encourage increased collaborative and co-operative learning opportunities for students. The
NMC Horizon Report stated that “in the U.S. alone, 61% of Americans aged 12 and up own
a mobile device, and 44% specifically own a smartphone” (Johnson et al., 2012, p. 11).
As education moves to mainstream mobile learning environments to aid classroom
teaching and learning, emphasis is placed on the teacher’s ability to effectively integrate
such environments into their curriculum planning and research. The NMC Horizon Report
also acknowledged the increasing use of 3-D virtual learning environments as a viable
learning opportunity as “the layering of information over 3-D space produces a new
experience of the world, sometimes referred to as ‘blended reality,’ bringing with it new
expectations regarding access to information and new opportunities for learning” (Johnson et
al., 2012, p. 29). Further to this, augmented reality (AR) has the potential to allow for
exploration of information in the real-world, with meaningful collaborative learning
experiences.
Virtual three-dimensional (3-D) worlds, which promote an engagement in simulated
learning activities, have emerged as an educational tool within the classroom (Hew &
Cheung, 2010; Jacka, 2018). Dalgarno and Lee (2010) explained that these worlds “provide
the possibility of rich learner engagement, together with the ability to explore, construct and
manipulate virtual objects, structured and metaphorical representation of ideas” (p. 11).
With the literature revealing an increase in the use of Second Life (SL) and Active
Worlds as a social networking phenomenon, educators have explored the implications of
encouraging teachers and students to engage in this social activity of learning (Barkand &
Kush, 2009; de Freitas, Rebolledo-Mendez, Liarokapis, Magoulas, & Poulovassilis, 2010;
Girvan & Savage, 2010; Hew & Cheung, 2010). Virtual Worlds (VWs), Virtual Learning
Environments (VLEs), and Multi-User Virtual Environments (MUVEs) are terms commonly
used to define the existence of 3-D online environment where users engage in collaborative
activities (Barkand & Kush, 2009; Savin-Baden et al., 2010).
Virtual worlds have shown to be effective for higher education (Barkand & Kush,
2009; Dickey, 2005a; Jennings & Collins, 2008; Lukman & Krajnc, 2012); however, the
62 Chapter 4: Literature review
implementation of such environments for secondary schools has raised several questions
over its ability to be used as an effective digital tool which promotes a transformative
integration of digital technology within the classroom learning environment. Jacka (2018)
referenced virtual worlds to “include environments in which the user is embodied as an
avatar and interacts within the space” (p. 14). Girvan and Savage (2012) commented that
similar ethical issues were evident in online learning environments are raising concerns for
virtual learning environments. Their study revealed that “issues such as obtaining informed
consent, privacy protection and identity now need to be considered in terms of the features of
the specific technology” (Girvan & Savage, 2012, p. 242). Wang (2011) raised concerns
about the avatars displaying potentially inappropriate behaviours, the dubious relationship
between the avatar and the learner controlling the avatar, and the ability for the learner to
transfer experiential learning from the virtual learning environment to the real-world.
However, the emergence of any new learning environment presented a number of
implications and it is important to note that researchers are trying to move beyond the
application of traditional approaches towards the new technologies and “towards a notion of
learning as more centred upon experience and exploration” (de Freitas et al., 2010, p. 71).
Robbins-Bell (2008) suggested that learning in a virtual world affords increased the
potential for conversation by allowing the learner to control their level of engagement
through the communication of the avatar, thus allowing oneself to experience the learning
process in a safe social environment. The increased use of Virtual Worlds to aid the delivery
of the curriculum within secondary schools, is dependent upon whether the environment can
exist in a controlled space (virtual platform); how the learner-controlled avatar can be
designed to support an educational environment; and how teachers, therefore, need to
consider the ethical implications when encouraging students to “communicate with other
users through a range of synchronous and asynchronous communication channels (for
example, text chat, instant messages and in some cases voice)” (Girvan & Savage, 2012, p.
241). However, Soraker (2009) stressed that “immersion” (or “interactivity” as he defined it)
needed to occur, whereby the participant is still the key in being able to modify the
environment and make each interchange unique, so as to ensure the causes, which stimulated
the learning, produce the effects that were originally intended. Immersion is enhanced by
extending “visual information in three spatial dimensions” and supplementing this
information “with other stimuli and temporal changes” (Wann & Mon-Williams, cited in
Dalgarno & Lee, 2010, p. 11).
The PierSim Business Island Simulation is, therefore, considered a “disruptive
technology” as it has displaced established technologies typically used to teach specific
Economics and Business concepts, principles and processes (for example, online business
Chapter 4: Literature review 63
case studies, YouTube clips, a simulated stock exchange game, computer games that have
predetermined answers that students’ responses are compared with, to name but a few). The
reason for this disruption is that the PierSim Business Island Simulation employs Artificial
Intelligence (AI) to respond real-time to how students interact with the in-world
environmental factors and how these students also interact with the other virtual businesses.
There is no pre-set computer-determined outcome that the students work towards achieving.
Simultaneously, students engage in higher-order thinking skills to develop effective business
strategies in the out-world classroom learning environment which will then be employed in-
world to affect change to the virtual trading environment. This duality real-time approach of
operating within both the physical classroom environment, out-world, and the virtual online
trading environment, in-world challenges traditional technologies (for example, YouTube
clips and online business case studies) which are independently referred to in order to
introduce or consolidate the students’ understanding of a particular Economics and Business
concept. There is a distinct shift in how this disruptive technology is used to support the
learning of this subject-specific curriculum learning area as the PierSim Business Island
Simulation is not used as a static reference point to teach an Economics and Business
concept but rather used as a simultaneous and contiguous means of allowing students to
experience how to apply their learnt knowledge and skills of Economics and Business in an
authentic context.
4.2.3 Immersive educational simulations
Immersive educational simulations have entered the educational landscape in both higher
education and secondary schools. This implementation has presented some challenges for
educators to control the virtual space (Barkand & Kush, 2009; Farley, 2014). Students look
to educators for guidance on what they need to know and then individually or collaboratively
work in pursuing this. Simulations promote opportunities for students to develop new
knowledge and participate in the social processes of learning and afford a “transparent
interface with which the user directly controls the objects in the context of the virtual world”
(Hedberg & Alexander, 1994, p. 215). The following discussion addresses the use of
immersive simulations, particularly Second Life, in higher education before considering
current use in secondary school settings.
Second Life (introduced in Section 1.5) has been used to provide a virtual space for
the delivery of lectures and the participation in tutorial seminars (Dickey, 2005a; Duncan et
al., 2012; Farley, 2014; Hew & Cheung, 2010; Kirriemuir, 2008). Although no longer in use,
Education UK was developed as an “island” within Second Life to provide participants with
the opportunity to engage socially in activities such as: the recall of information, as
evidenced in language teaching, and the practice of problem-solving, as evidenced in
64 Chapter 4: Literature review
scientific enquiry teaching (Duncan et al., 2012). In addition, Second Life has been used to
host musical events and live performance (Hill & Jacka, 2013) and support language
learning (Nocchi, 2017).
In this context, the use of immersive educational simulations for student learning
ranges from “didactic at the most lecturer-intensive end (student passive engagement) to
knowledge-building constructivist at the most student-active end (student active
engagement)” (Duncan et al., 2012, p. 954). Barkand and Kush (2009) commented that many
universities created their own virtual spaces within Second Life to accommodate university
classes. This is to provide an environment which is an exact match to the “real” world and,
as a result, more appropriate pedagogies need to be adopted in order to effectively teach in
this environment (Farley, 2014). This is exemplified by business organisations such as Nike
and IBM also investing in Second Life as a key marketing tool and have purchased private
islands for training and to engage in recruitment activities with potential employees (Duncan
et al., 2012). The learning experiences occurring in such environments include the ability for
experimentation within scenarios without real-life repercussions (de Freitas et al., 2010), the
replication of lecture theatres to simulate lectures, and the exploration of problem-based
learning (Farley, 2014; Savin-Baden et al., 2010).
Girvan and Savage (2010) challenged the notion of simply using Second Life as an
environment to replicate lectures as technologies such as webinars can already fulfil this
function. The 3-D representation of the avatar, as well as the environment in which the
avatar can operate, affords a sense of self and this form of representation could result in one
being immersed within the social constructivist learning environment (Dickey, 2003). In
order to leverage the sense of immersion and opportunities for collaboration, together with
the use of a variety of communication tools evident within Second Life, a shift from the
replication of lectures towards establishing new learning activities with social constructivist
pedagogies becomes possible.
An interesting outcome of experience within a virtual environment is the “sense of
presence” and co-presence experienced by participants (Dalgarno & Lee, 2010). This was
first identified by Ellis (1996) as a perception of “being there” and “being there together.”
Bronack et al. (2008) contextualised this sense of presence into a “presence pedagogy”
summarised in Table 4.1. The principles and practice of presence pedagogy will be revisited
in Chapter 8 particularly in the response to Research Question 3.
Chapter 4: Literature review 65
Table 4.1
Principles and practice of “presence pedagogy” (Bronack et al., 2008, p. 67)
Principle Practice
Ask questions and
correct misconceptions Interactions with faculty and students
Both peers and "experts" serve as catalysts to promote
explicit learning
Stimulate background
knowledge and expertise Activities that require sharing of personal and
professional experiences
Recognition of background knowledge and expertise
Acknowledgement of and engagement in a Community of
Practice
Cross-course, cross-cohort, cross-program, and cross
department interactions
Capitalise on the
presence of others Activities that promote cross -cohort, -program, and –
department interaction
Naming convention to identify student cohort, program,
and nationality
Shared faculty responsibility of supporting students
across programs
Facilitate interactions
and encourage
community
Team-teaching
Naming convention to identify faculty and staff
Interdisciplinary lesson/unit planning
Activities to capitalize on notion of Distributed Cognition
Interdisciplinary Community of Practice
Text and voice tools for interaction
Support distributed
cognition Multiple manifestations of Presence
Creation of open space in which students and faculty of
various backgrounds and levels of expertise can interact.
Expertise shared by students and faculty
Share tools and
resources Students and faculty identification of relevant tools and
resources
Availability of tools and resources in shared space open to
all students
66 Chapter 4: Literature review
Principle Practice
Encourage exploration
and discovery Engagement in authentic activity
Creation of open, resource rich environment
Activities that promote exploration of shared tools and
knowledge base
Delineate context and
goals Authentic, action-oriented projects and assignments that
have personal meaning and relevance for the students
Visual cues to facilitate organization of and accessibility
to tools and resources
Use of avatars and metaphors
Foster reflective practice Periodic assignments requiring ongoing, guided reflection
The "So What?" question
Frequent public presentations
Utilize technology to
achieve and disseminate
results
Activities that require utilization of in-world tools and
resources
Persistent presence of a living curriculum
Multiple presentations across programs, cohorts, courses,
and sections
4.3 Teacher
The meaningful integration of technology within a 21st century curriculum does not just take
technology-related factors into consideration but places a teacher’s personal pedagogical
beliefs as a key element in determining how technology should enhance the classroom
learning experience (Deng, Chai, Tsai & Lee, 2014; Ertmer, 2005; Kimmons, Miller,
Amador, Desjardins & Hall, 2015). There has been considerable debate over how to
adequately prepare teachers to integrate ICT within their curriculum and early adopters of
such emerging technologies have been led to concentrating more on the acquisition of the
technical skills required to use the ICT rather than focusing on “establishing pedagogical
connections between the affordances of the technology and the teaching of a particular
content domain” (Angeli & Valanides, 2009, p. 155).
It has been noted that online practitioners revert to simply updating or refreshing
traditional professional practice rather than systematically constructing their experience and
knowledge toward a new pedagogical approach (Schofield, Melville, Bennet and Walsh,
2001). Palloff and Pratt (2000) argued that traditional forms of pedagogical practice being
transferred to an online medium were no longer relevant as new practices must be employed
in order to successfully acknowledge and respond to the diverse learning styles of online
Chapter 4: Literature review 67
and, in this case, participants in immersive 3-D simulations. Such transition must align best
knowledge with best practices; that is to establish an “electronic pedagogy.” Teachers must
be willing to “engage in and facilitate collaborative online processes by promoting initiative
on the part of the learners, creativity, critical thinking, and dialogue” (Palloff & Pratt, 2000,
p. 6). Thus, Palloff and Pratt (2000) labelled some as “new paradigm teachers” so as to
acknowledge the complexity in adopting such new pedagogical practices. This brings a more
purposeful definition of leading teachers than that suggested by the Australian Professional
Standards for Teachers (see Section 3.2.1) where “lead” teachers are simply those who
model practice for others without much clarity as to what that practice might be in the use of
ICT in enhancing teaching and learning.
Within a real-world context, Lundin and Magnusson (2003) argued that understanding
how to support learning in a mobile knowledge-constructed work environment required
investigation in the design of collaborative learning activities. This process identified a
conceptual shift in viewing learning and innovation with technology as interrelated and
compatible; thus, the learning process could be examined without understanding the belief
system surrounding the practice (Lundin & Magnusson, 2003). To achieve this, it has been
contended that educational institutions should focus on the effects of such beliefs systems so
as to avoid “predictable mistakes jeopardising the effective implementation of any change”
(Buckberry, 2005, p. 28).
Holmes, Polhemus and Jennings (2005) stated that situated professional development
fostered a positive change in teachers’ approach to ICT integration. Teachers moved from a
limited knowledge and use of ICT to a heightened skill and awareness of ICT that
concentrated on student learning outcomes (Holmes et al., 2005). These results were
consistent with McCarney’s (2004) study in that a teacher’s prior attitude and motivation
towards staff development is a significant contributing factor in using ICT effectively in the
classroom. This affects the competence and confidence for the teacher to adopt appropriate
pedagogy in using ICT. A quantitative study, consisting of 40 schools in Scotland, was
conducted to investigate the teacher’s experience in the effectiveness of different models of
staff development in ICT (McCarney, 2004). The results revealed that the teachers’
perceptions of effective staff development in ICT were based on what content was given in
the staff development. For example, most teachers identified that 67% of staff development
based on technical support for ICT was ineffective, as teachers initially required professional
development in the implementation of ICT (McCarney, 2004). These same barriers, which
were identified in the studies, may transfer to the professional development staff received
towards how to integrate immersive educational simulations within their classroom learning
68 Chapter 4: Literature review
environment and prohibit a smooth cultural transition towards the pedagogical beliefs of
such integration.
Earlier literature on staff professional development in online learning revealed that
certain aspects of such training lead to poor teacher performance of ICT integration
(McCarney, 2004; Palloff & Pratt, 2000). The over-emphasis on professional development
courses which concentrate on the acquisition of technical skills has inadequately prepared
teachers to establish pedagogical connections between the affordances of the technologies
deployed within their schooling environment and the teaching of a particular subject-specific
curriculum area (Angeli & Valanides, 2009).
Nearly a decade has passed, and the literature is still grappling with how to best
prepare teachers for effective ICT integration. Angeli and Valanides (2009) argued that there
has been a distinct shift from whether teachers should integrate technologies into their
curriculum to how teachers should transform their teaching with the aid of ICT to promote
new learning experiences. Ward and Parr (2010) suggested that there are only isolated
examples of innovative pedagogical practice in relation to ICT-led classroom activities.
Perhaps the tipping point which sparks an ICT infused pedagogical change on a systemic
level is yet to be seen (Ward & Parr, 2010). These systemic viewpoints are consistent with
the progression suggested by Peeraer and Van Petegem (2012) in their description of the
increasing innovativeness of use of ICT for teaching and learning (see Section 4.4, Figure
4.5). It is of interest, however, that an emerging framework for evaluating the use of ICT in
learning, the SAMR (Substitution, Augmentation, Modification and Redefinition)
(Puentedura, 2006), places “substitution” of one medium for another at the lowest level of its
hierarchy (see, for example, Hamilton, Rosenberg & Akcaoglu, 2016; Romrell, Kidder, &
Wood, 2014).
4.3.1 Teacher Beliefs (digital technology)
The role digital technologies play within the classroom learning environment is largely
dependent upon the teachers’ conception of the nature of learning and teaching (Ertmer,
Ottenbreit-Leftwich, & Tondeur, 2015). Technology integration is effectively achieved when
the teacher’s pedagogical beliefs about the specific technology are taken into consideration
(Ertmer, 2005). In particular, a teacher’s belief determines the choice of the instructional
strategies and tools used with the technology when incorporating the technology into the
classroom practice (Lin et al., 2012). Pedagogical beliefs are defined as the understandings,
propositions and premises about learning and teaching (Denessen, 2000) and “all teachers
hold beliefs about their work, their students, their subject matter, and their roles and
responsibilities” (Pajares, 1992, p. 314). Pajares suggested “few would argue that the beliefs
Chapter 4: Literature review 69
teachers hold influence their perceptions and judgments, which in turn, affect their behaviour
in the classroom” (p. 307). Ertmer (2005) argued the importance of building teachers’
confidence through successful experiences with gradual change as opposed to radical change
with a particular emphasis on supporting teachers through gradual changes with technology.
Importantly, Ertmer (2005) stated that “it is imperative that educators increase their
understanding of and ability to address teacher beliefs, as part of their efforts to increase
teachers’ technology skills and uses” (p. 37).
Teachers’ pedagogical beliefs have typically focused on either a teacher-centred
approach and/or a student-centred approach (Deng et al., 2014). The teacher-centred
approach explores how the discipline and subject matter influences the teacher’s authority in
supervising the learning acquisition in a highly structured learning environment; whereas,
the student-centred approach adopts a constructivism or social constructivism approach to
emphasise the individual student learning needs and interests (Deng et al., 2014). Ertmer and
Glazewski (2015) argued that a student-centred approach enables the teacher to provide
opportunities for students to engage in active participation of authentic real-world problem-
solving. Those teachers that promoted a constructivist pedagogical belief approach were seen
to be active users of a range of technologies to engage students in the learning environment
(Ertmer & Glazewski, 2015). In particular, those teachers with such constructivist beliefs
were able to use technology as a tool to help students develop higher-order thinking and
problem-solving skills (Ananiadou & Claro, 2009). According to Ananiadou and Claro
(2009), teachers with this particular belief system were able to encourage students to “apply
knowledge and skills in key subject areas and to analyse, reason, and communicate
effectively as they raise, solve and interpret problems in a variety of situations” (p. 7).
The literature has also revealed the need for further exploration of effective teacher
belief systems and models to help teachers cope with technological change. This very
process of change can either support or “disrupt” the learning transition period; and the
balance between the current curriculum framework initiatives and its impact on ICT
integration (Chai, Koh & Tsai, 2013; Tooms, Acomb & McGlothlin, 2004). Therefore, by
investigating the change process, new fields of literature may emerge in not only
understanding the needs of each individual teacher’s acceptance and beliefs towards
technology but may reveal new pedagogies to support this radical shift in the learning
process (Chai et al., 2013; Ertmer et al., 2012; Hiatt, 2006; Woodward, 2007).
Therefore, through examining the literature in relation to how teachers integrate
existing ICT in their classrooms, teachers need to change the way in which they reflect on
their own current pedagogy and employ a situated cognitive approach developed by Lave
and Wenger (1991) and based on Vygotsky's (1978) work, whereby the teacher becomes the
70 Chapter 4: Literature review
“expert” learner with the new technologies so as to contextualise the learning environment
for the students as the “novice” learners (Lave & Wenger, 1991; Vygotsky, 1978). To
become “expert” learners, teachers need to understand their own acceptance towards the
technological change.
Adams and Morgan (2007) argued that “first generational e-learning” has been
effective for developing technical skills. “Second generational e-learning” (which denotes
thinking about online learning), however, has not proven to be effective for establishing
effective ICT pedagogical practices. Various Web 2.0 tools, social media applications and
emerging immersive educational simulations are being incorporated into the lesson planning
and activity design of most classroom environments. Secondary school students seamlessly
transfer from one interface to another while exposing themselves to endless amounts of
information at their fingertips (literally). The integration of such tools and applications
complements social constructivist approaches to learning in that ICT allows for both
synchronous and asynchronous opportunities for learners to optimise their communication
and interaction with their teachers, other students and the wider community (Brown, 2005;
Ertmer et al., 2012). In order to gain an initial understanding of the types of pedagogical
practices employed by early adopters of immersive educational simulations, it is important to
explore existing pedagogical approaches towards integrating various ICT tools, within the
general classroom learning environment.
To date, few studies have explored practising teachers’ pedagogical experiences as
they deliver their subject-specific curriculum area through an immersive educational
simulation. Pierson and Borthwick (2010) commented that teachers who reflected on
understanding their pedagogy are able to best align curriculum standards and students’ needs
with the technology-based learning environment. Elsewhere, Girvan and Savage (2012)
suggested that immersive educational simulations align with social constructivist learning
approaches as such environments promote tools that afford a sense of immersion within a
collaborative and flexible setting. Therefore, teachers play an active role in encouraging
students to explore new possibilities for constructing the students’ own knowledge and skills
(Wang, 2011). However, the literature reveals that there is little to guide a teacher’s
pedagogical practice when integrating effective ICT, as most research is concerned with how
students perceive learning within such immersive environments (Savin-Baden et al., 2010).
Angeli and Valanides (2009) argued that:
In view of recognizing the lack of a sound theoretical orientation to guide teacher
preparation in technology integration, researchers ... systematic research efforts for the
purpose of developing theory and models upon which to ground research in the area of
teacher cognition about technology integration. (p. 155)
Chapter 4: Literature review 71
Therefore, it is important to highlight that the literature suggests for the support of
learning frameworks which aligns the teaching of technology with both the pedagogical and
content domains in mind. The following will discuss and develop a framework for analysis
to be used in this study.
4.3.2 Teacher knowledge (digital technology)
As noted in Chapter 1, teacher knowledge is described (and analysed) in this study in terms
of the Technological, Pedagogical and Content Knowledge (TPACK) framework (Koehler &
Mishra, 2005, 2008, 2009; Mishra & Koehler, 2006) (Section 1.4.2, Figure 1.2). It has been
described as a dynamic learning framework depicting the knowledge(s) that teachers need to
address in order to design and integrate a specific curriculum area while guiding their
students’ thinking and learning with the aid of various technology devices for that
curriculum area (Chai et al., 2013; Doering et al., 2009; Koehler & Mishra, 2008; Niess,
2011).
The TPACK framework, initially known as TPCK, was the result of a five-year
research study which explored the impact of teacher professional development and
curriculum development, using design-based experimental research methodology (Koehler &
Mishra, 2005; Mishra & Koehler, 2006). Its origins lie in Shulman’s (1986) Pedagogical
Content Knowledge (PCK) (see Section 4.1.1). It emerged as the most appropriate
framework for analysis in this study because it acknowledges the complex interrelationships
between technology, pedagogy and content, three areas of interest to this study.
Koehler and Mishra (2008) highlighted the important role that the three components
(technological knowledge, content knowledge and pedagogical knowledge) contribute to
realising the potential of digital technology within an educational learning environment.
Koehler and Mishra (2009) noted that:
TPACK is the basis of effective teaching with technology, requiring an
understanding of the representation of concepts using technologies; pedagogical
techniques that use technologies in constructive ways to teach content; knowledge of
what makes concepts difficult or easy to learn and how technology can help redress
some of the problems that students face; knowledge of students’ prior knowledge
and theories of epistemology; and knowledge of how technologies can be used to
build on existing knowledge to develop new epistemologies or strengthen old ones.
(p. 66)
The three key components of the TPACK framework are depicted as intersecting
circles (see Figure 1.2). Where these circles intersect creates more specific knowledge
components, such as technological content knowledge (TCK), pedagogical content
72 Chapter 4: Literature review
knowledge (PCK) and technological pedagogical knowledge (TPK). TPACK
(Technological, Pedagogical and Content Knowledge is at the centre of the framework, a
combination of all components. Table 4.2 lists the seven “constructs” within the TPACK
Framework.
Table 4.2
TPACK framework constructs (Koh, Chai, & Tsai, 2010, p. 564)
Construct Definitions
Content Knowledge CK Knowledge of subject matter
Technology knowledge TK Knowledge of various technologies
Pedagogical knowledge PK Knowledge of the processes or methods of
teaching
Technological content
knowledge
TCK Knowledge of subject matter representation with
technology
Technological pedagogical
knowledge
TPK Knowledge of using technology to implement
different teaching methods
Pedagogical content
knowledge
PCK Knowledge of teaching methods for different
types of subject matter
Technological pedagogical
and content knowledge
TPACK Knowledge of using technology to implement
teaching methods for different types of subject
matter
The following describes each component of the TPACK model in further detail.
Technological Knowledge (TK)
While technology is ever-advancing, the TK component of the TPACK model, sometimes
expressed as Technology Knowledge, focuses on the knowledge required to not only
understand the technical aspect of the technology tools and resources, but to also be able to
understand how to work with the technology (Koehler & Mishra, 2009). Koehler and Mishra
(2009) explained that:
… acquiring TK … enables a person to accomplish a variety of different tasks using
information technology and to develop different ways of accomplishing a given task.
This conceptualization of TK does not posit an “end state,” but rather sees it
developmentally, as evolving over a lifetime of generative, open-ended interaction
with technology. (p. 64)
Chapter 4: Literature review 73
Pedagogical Knowledge (PK)
The Pedagogical Knowledge (PK) component of the TPACK model depicts the knowledge
of teaching and learning that spans curriculum learning areas. Howell (2012) explained that
PK includes “generic knowledge about how students learn, teaching approaches, methods of
assessment and knowledge of different theories of learning” (p. 30). Examples of PK
include: classroom management strategies, presentation strategies, active or collaborative
learning strategies (Doering et al., 2009). (See Section 4.1.1 for discussion of Pedagogical
Content Knowledge).
Content Knowledge (CK)
The Content Knowledge (CK) component of the TPACK model concentrates on the depth
and breadth of knowledge required for the delivery of a subject-specific curriculum learning
area (Doering et al., 2009). Shulman (1986) explained that “to think properly about content
knowledge goes beyond knowledge of the facts or concepts of a domain. It requires
understanding the structures of the subject matter” (p. 9). Examples of CK include:
knowledge of concepts, principles, practices, structures, theories and frameworks employed
to deliver such knowledge fundamentals of the specific curriculum areas (Koehler & Mishra,
2009). (See Section 4.1.1 for discussion of Pedagogical Content Knowledge).
Technological Content Knowledge (TCK)
TCK (Technological Content Knowledge) refers to knowledge of how technology and
content influence and constrain one another. The use of different technologies can impact
students’ learning differently (Shin et al., 2009). Howell (2012) explained that TCK is used to
inform how “technology may be used to provide new ways of teaching content. For example,
digital animation makes it possible for students to conceptualise how electrons are shared
between atoms when chemical compounds are formed” (p. 31).
Technological Pedagogical Knowledge (TPK)
TPK (Technological Pedagogical Knowledge) refers to the knowledge about how teaching
and learning change when digital technologies are introduced (Shin et al., 2009). Cox (2008)
defined TPK as “a knowledge of the technologies that may be used in a generic pedagogical
context, including the affordances and constraints of those technologies, and how those
technologies influence or are influenced by the teacher’s pedagogical strategies and student
learning” (p. 76). TPK may therefore be the skill, suggested by Bower (2008), to match the
affordances requirements of a learning task with the technological affordances of ICT tools.
An example of TPK is the use of online collaboration tools to “facilitate social learning
between geographically separated learners” (Howell, 2012, p. 32).
74 Chapter 4: Literature review
4.4 Teacher adoption of technologies
The developmental models of teachers’ adoption and integration of digital technologies in
teaching tend to follow a similar trajectory. These create expectations of how teachers might
mature or develop their competence with digital technologies and expand/extend their use in
their teaching. This section introduces five models organised chronologically: (i) ACOT
Stages of Instructional Evolution (Dwyer et al., 1990); (ii) Teacher Professional ICT
Attributes Framework (Newhouse et al., 2002; Trinidad, Clarkson, & Newhouse, 2005); (iii)
SAMR (Puentedura, 2006); (iv) LoTi (Levels of Technology Implementation/Innovation)
model (Moersch, 1995, 2010); and (v) Innovativeness of use of ICT (Peeraer & Van
Petegem, 2012, p. 81). A sixth model, Phases of Realisation (Jacka, 2015), is also considered
in this section. It is drawn from a study of pre-service teachers and relates specifically to
perceptions of the pedagogical applications of virtual learning environments.
An understanding of the trajectory of these models informs the response to Research
Question 4 which refers to the change in teachers’ practice and beliefs about pedagogy (see
Section 8.4). The following offers a brief description of the five selected models before
comparatively mapping the stages/levels of each (Figure 4.5).
The ACOT Stages of Instructional Evolution was published in ACOT Report #8, one of
over 20 reports in a longitudinal ACOT (Apple Classrooms of Tomorrow) project funded
by Apple Computers from 1986 to 1995. These “stages” offered a developmental
framework: Entry, Adoption, Adaptation, Appropriation, and Invention (Dwyer et al.,
1990). Harmes et al. (2016) explained that:
– Entry, is the very first stage as teachers unpacked and began to experiment with
their new computers.
– Adoption, is where teachers’ concerns shift from how to connect the computers
to how to incorporate them into instruction, and computers were used by
students for drill and practice activities.
– Adaptation, is where teachers were integrating tools such as word processors and
graphics programs, and productivity was a major focus.
– Appropriation, is where teachers were achieving mastery of the technology, and
their personal attitudes toward the technology shifted.
– Invention, is characterised by teachers using the technology to experiment with
teaching styles (e.g., team-teaching) and instructional strategies (e.g., project-
based learning).
Chapter 4: Literature review 75
The Teacher Professional ICT Attributes Framework (Newhouse et al., 2002; Trinidad
et al., 2005), developed in Western Australia, similarly describes stages of teacher
development. Its five stages are: Inaction, Investigation, Application, Integration and
Transformation (see Figure 4.3). Significantly, this framework places a “critical use
border” between Application and Integration; a threshold which, once crossed, indicates
that teachers are unlikely to return to older non-digital practices. This framework is used
in this study to inform the response to Research Question 4 (see Section 8.4.2).
Stage Description of Key Difference(s)
INACTION There is a general lack of action and/or interest.
INVESTIGATION The teacher has developed an interest in using ICT with
students and is beginning to act on this interest.
APPLICATION The teacher is regularly using ICT with students and knows
how to do so competently and confidently.
CRITICAL USE BORDER
INTEGRATION The use of ICT becomes critical to the support of the
learning environment and the opportunity for students to
achieve learning outcomes through the learning experiences
provided.
TRANSFORMATION The teacher is able to take on leadership roles (formal or
informal) in the use of ICT and be knowledgeable/reflective
on its integration by themselves and others.
Figure 4.3. Teacher Professional ICT Attributes Framework (Newhouse et al., 2002, p.
8).
The SAMR model (Puentedura, 2006) takes its name from its four stages: Substitution,
Augmentation, Modification and Redefinition. Hamilton et al. (2016) described SAMR
as a four-level taxonomy-based approach for selecting, using and evaluating technology
in K-12 settings). As with ACOT stages and the ICT Professional Attributes model,
SAMR is developmental and indicates a change in dependence on technology and a
parallel change in pedagogy (see Figure 4.4). Harmes et al. (2016) explained the SAMR
levels as follows:
– Substitution is where teachers use technology to replace a conventional tool but
no change is made to instruction;
76 Chapter 4: Literature review
– Augmentation is where the technology again directly replaces a conventional
tool although some level of improvement is present;
– Modification is where the use of technology affords a significant change in the
learning task.
– Redefinition encompasses activities that would not have been possible without
technology.
Figure 4.4. SAMR model (Puentedura, 2006).
Figure 4.4 shows that the first two levels, that is, Substitution and Augmentation, belong to
an Enhancement stage while the third and fourth levels, namely, Modification and
Redefinition belong to a Transformation stage.
The LoTi (Levels of Technology Implementation/Innovation) model (Moersch, 1995,
2010) was developed from the CBAM (Concerns-Based Adoption Model) as a specific
measure of teachers’ implementation of digital technology in the classroom. The LoTi
levels are (i) Non-use, (ii) Awareness, (iii) Exploration, (iv) Infusion, (v) Integration—
Mechanical, (vi) Integration—Routine, (vii) Expansion, and (viii) Refinement. These
may be summarised as follows:
– Non-use (Level 0), where teacher practices do not involve the use of digital tools
and resources. The use of instructional materials is predominately text-based
(e.g., student handouts, worksheets).
– Awareness (Level 1), where the instructional focus is on information
dissemination to students (e.g., lectures, teacher-created multimedia
presentations) and supports the lecture/discussion approach to teaching. Digital
tools are used for: classroom and/or curriculum management tasks (e.g., taking
Chapter 4: Literature review 77
attendance, accessing email, retrieving lesson plans from a curriculum
management system or the Internet); enhancing teacher presentations (e.g.,
multimedia presentations); and/or used by students (unrelated to classroom
instructional priorities) as a reward for prior work completed in class.
– Exploration (Level 2), where the instructional focus is on content understanding
and supports mastery learning and direct instruction. Digital tools are used by
students for extension activities, enrichment exercises, or information gathering
assignments that generally reinforce lower cognitive skill development relating
to the content under investigation.
– Infusion (Level 3), where the instructional focus is on student higher order
thinking (i.e., application, analysis, synthesis, evaluation) and engaged learning.
Digital tools are used by students to carry out teacher-directed tasks that
emphasise higher levels of student cognitive processing relating to the content
under investigation.
– Integration (Mechanical) (Level 4a), where students are engaged in exploring
real-world issues and solving authentic problems.
– Integration (Routine) (Level 4b), where students are fully engaged in exploring
real-world issues and solving authentic problems using digital tools and
resources.
– Expansion (Level 5), where collaborations extend beyond the classroom are
employed for authentic student problem-solving and issues resolution.
– Refinement (Level 6), where collaborations extending beyond the classroom that
promote authentic student problem-solving and issues resolution are the norm.
The instructional curriculum is entirely learner-based. There is no division
between instruction and digital tools/resources in the learning environment. The
pervasive use of and access to advanced digital tools and resources provides a
seamless medium for information queries, creative problem-solving, student
reflection, and/or product development.
Innovativeness of use of ICT (Peeraer & Van Petegem, 2012). A further progressive
model is of interest to this study, namely, a measure of innovativeness of use of ICT
(Peeraer & Van Petegem, 2012). It has not been considered with the previous models in
that it adopts a different approach by referring to process, that is, the pedagogical
approach. Through a quantitative study of Vietnamese teachers, the authors developed a
construct map which scaled teachers’ ICT use from replacing and enhancing teaching
78 Chapter 4: Literature review
practice through to using ICT to innovate teaching practice. The constructs are offered as
sentences using verbs as keywords to indicate a change in practice. These keywords are:
transform, innovate, enhance and replace. These are explained as follows:
– Educators who use ICT transform teaching and learning practice, indicated by the
use of classroom management systems for coaching and evaluation, web search
assignments for problem-based learning; and, electronic communication with
students and students communicating with others.
– Educators who use ICT to innovate teaching towards more student-centred learning,
integrated into existing curriculum, indicated by integration into subject teaching
(e.g., word processing for shared writing exercises, simulations and data processing
by students); and, student presentations and students creating multi-media products,
students constructing and synthesizing knowledge
– Educators who use ICT to enhance teaching practice, indicated by the use of
presentation software for enhancing, multi-media presentations; accessing offline
and online databases and information to prepare resources; and electronic practice
and drill exercises for revision.
– Educators who use ICT to replace traditional teaching practice, indicated by the use
of word processing for production of documents (preparation of lesson plans,
handouts, slides); and, the use of presentation software for lecturing.
(Peeraer & Petegem, 2012, p. 1249)
Phases of Realisation (Jacka, 2015). A study of Australian pre-service teachers engaging
with virtual learning environments evidenced increasing measures of realisation. They
are conceptually connected with the LoTi model (Moersch, 1995, 2010) with research
into concerns and anxiety, namely, CBAM (Concerns-Based Adoption Model). The
Phases of Realisation were defined as:
– Pre Realisation – Pre-service teachers “could not see any benefit of VWs [Virtual
Worlds] in education and/or they would never use them. In most cases the
participants expressed that were having difficulty conceptualising the use of VWs in
the classroom and/or that it was in conflict with (or at odds with) their perception of
‘real’ teaching and learning. The VW experience was often referred to as being fun,
which these students linked to being non-educational” (Jacka, 2015, p. 309).
– Realisation – Pre-service teachers “could see the benefit of VWs but were still
unlikely to use them as they identified a number of perceived barriers or concerns.
… they had personal feelings of discomfort or difficulty with VWs but that they felt
Chapter 4: Literature review 79
their students should be given the opportunity to use innovative technology such as
VWs” (Jacka, 2015, p. 311).
– Replication – Pre-service teachers are able “to describe how they would use virtual
worlds but weren’t going to make a big effort to initiate their use. They would use
virtual worlds if they were already in place in the school setting” (Jacka, 2015, p.
205).
– Reimagining – Pre-service teachers indicate that they “would not only use VWs but
also can describe using the VW as part of an innovative approach to the teaching-
learning process. Individuals in this phase described the use of VWs as integral to
the teaching-learning process” (Jacka, 2015, p. 215).
– Implementation – Pre-service teachers “demonstrate a higher level of confidence
with the use of VWs and their application to developing innovative teaching-
learning processes. Once implementation has proved successful the pre-service
teacher educator or student is likely to move into a mentoring role for other’s
wishing to implement VWs in their teaching-learning context” (Jacka, 2015, p. 218).
Figure 4.5 offers a simple comparison between the models presented in this section
(extended from Lloyd (2016)). Each model shows a progression from an initial level
(namely, entry, investigation and substitution). The final, or most critical stage/level in each
model (namely, invention, transformation, redevelopment and refinement), has similar
characteristics and each implies that significant change has happened in a teachers’ practice.
Similar “vertical” comparisons can be made with each stage/level.
Two of the presented models include a level where no digital technology is used in
the classroom, these are described as “Inaction” and “Non-use.” These align with Jacka’s
(2015) “Pre-realisation” and “Realisation” phases in that no or limited use is made of the
available technology because the use is contrary to the pre-service teachers’ beliefs or
hindered by concerns, for example, relating to misuse.
The Entry level of the ACOT stage, with its reference to experimentation and initial
use, is comparable to Investigation (Teacher Professional ICT Attributes Framework),
Substitution (SAMR), Awareness (LoTi) and Replication (Phases of Realisation). These sit
well with Peeraer and Van Petegem’s (2012) description of educators who use technologies
to replace traditional teaching practice.
The “critical use border” from the Teacher Professional ICT Attributes Framework
(Newhouse et al., 2002; Trinidad et al., 2005) can be arbitrarily positioned in each
progression. In each case, it represents the threshold of change, that is, a point where the
technology becomes “invisible” and critical to the teacher’s practice. This is preceded by
80 Chapter 4: Literature review
stages which are conceptually linked to the ACOT levels of Adoption and Adaptation. These
stages are illustrated by: Application (Teacher Professional ICT Attributes Framework);
Augmentation (SAMR); and, Exploration, Infusion, Integration – Mechanical, Integration -
Routine (LoTi). These also well with Peeraer and Van Petegem’s (2012) description of
educators who use ICT to enhance teaching practice.
Beyond the border are conceptually linked with the ACOT levels of Appropriation
and Invention. The Appropriation level of the ACOT stage, with its reference to mastery and
positive attitude toward the technology, is comparable to Integration (Teacher Professional
ICT Attributes Framework), Modification (SAMR), Expansion (LoTi) and Reimagining
(Phases of Realisation). These align with Peeraer and Van Petegem’s (2012) description of
educators who use technologies to innovate teaching towards more student-centred learning.
The Invention level of the ACOT stage is concerned with experimentation and risk-taking.
These are illustrated through the identification of comparable stages: Transformation
(Teacher Professional ICT Attributes Framework), Redevelopment (SAMR), and
Refinement (LoTi). These align with Peeraer and Van Petegem’s (2012) description of
educators who use technologies to transform teaching.
The six developmental models shown in Figure 4.5 follow similar trajectories of
moving from an early unknowing state through to expert and transformative practice. A
criticism of these models is that they presume an even and predictable progression whereas,
in reality, individuals may not progress to the higher levels or may “loop” backwards and
forwards depending on the technologies being adopted (Lloyd, 2016).
Cha
pter
4: L
itera
ture
revi
ew
81
Fram
ewor
k/Mod
el St
ages
/Lev
els
ACOT
(Dwy
er et
al., 1
990)
Entry
Ad
optio
n Ad
aptat
ion
Critical use border
Appr
opria
tion
Inven
tion
Teac
her P
rofes
siona
l ICT
Attrib
utes F
rame
work
(New
hous
e et a
l., 20
02)
Inacti
on
Inves
tigati
on
Appli
catio
n
Integ
ratio
n Tr
ansfo
rmati
on
SAMR
(Pue
ntedu
ra, 2
006)
Subs
titutio
n
Augm
entat
ion
Modif
icatio
n Re
deve
lopme
nt
LoTi
(Moe
rsch,
2010
) No
n-us
e (0)
Aw
aren
ess (
1)
Explo
ratio
n (2)
Inf
usion
(3)
Integ
ratio
n—Me
chan
ical (4
a)
Integ
ratio
n—Ro
utine
(4
b)
Expa
nsion
(5)
Refin
emen
t (6)
Innov
ative
ness
of us
e of I
CT
(Pee
raer
& V
an P
etege
m,
2012
)
Ed
ucato
rs wh
o use
IC
T to
repla
ce
tradit
ional
teach
ing
prac
tice.
Ed
ucato
rs wh
o use
IC
T to
enha
nce
teach
ing pr
actic
e.
Educ
ators
who u
se IC
T to
innov
ate t
each
ing
towar
ds m
ore s
tuden
t-ce
ntred
lear
ning,
integ
rated
into
exist
ing
curri
culum
.
Educ
ators
who u
se IC
T to
trans
form
teac
hing
and l
earn
ing pr
actic
e
Phas
es of
Rea
lisati
on (J
acka
, 20
15)
Pre-
reali
satio
n Re
alisa
tion
Repli
catio
n
Reim
agini
ng
Imple
menta
tion
Figu
re 4
.5.
Com
paris
on o
f the
stag
es o
f mod
els o
f tea
cher
ado
ptio
n of
tech
nolo
gy (e
xten
ded
from
Llo
yd, 2
016,
p. 3
01).
Chapter 4: Literature review 83
The implications of Peeraer and Van Petegem’s (2012) study, however, were that
general ICT tools were selected to measure the use of ICT for teaching and learning. The
scope of their study did not appear to take into consideration what happens when the ICT
itself transforms the traditional classroom setting – in this case, immersive educational
simulations (cf: Bronack et al., 2008). Rather, the study explored the types of pedagogies
used to teach with basic ICT applications and thus did not gain any insights as to how the
teachers interpreted their pedagogical practice in relation to differing technology tools
adopted. Questions can also be raised as to whether the technology tools selected to
transform and innovate in this context would produce the same levels of transformation and
innovation for students and teachers in other educational settings.
4.4.1 Technology Integration Matrix (TIM)
One further model of teacher technology adoption will inform this study. It is the
Technology Integration Model (TIM) (see Appendix B). It was created to evaluate
technology integration in school, and as a tool to guide teacher professional learning (Welsh
et al., 2011). It brings together modified versions of two of the models previously presented
in this chapter. Firstly, the TIM makes use of Jonassen’s (1999) characteristics of meaningful
learning, here referred to as: Active, Constructive, Authentic, Collaborative, and Goal-
Directed (see Section 1.6.2). It secondly makes use of levels modified from the ACOT
Stages of Instructional Evolution here referred to as: Entry, Adoption, Adaptation, Infusion,
and Transformation (Dwyer et al., 1990).
For the sake of continuity, the characteristics of meaningful learning will, in addition
to the TIM descriptors, also be defined in terms adopted by Jonassen (1999), that is: active,
constructive, intentional, authentic, and cooperative learning. Table 4.3 details the “top”
levels of the stages, namely, Infusion and Transformation.
Table 4.3
Infusion and Transformation levels of TIM (Harmes et al., 2016)
Characteristic Stages of teacher technology integration
Infusion Transformation
Active The teacher guides and advises
students in their choice of
technology tools. The teacher is
flexible and open to student ideas.
The teacher uses his or her
expertise to guide, inform, and
The teacher serves as a guide,
mentor, and model in the use of
technology. The teacher
encourages and supports the active
engagement of students with
technology resources. The teacher
84 Chapter 4: Literature review
Characteristic Stages of teacher technology integration
Infusion Transformation
contextualize student choices of
technology and applications.
helps students locate appropriate
online resources to support their
projects.
Constructive The teacher allows more decisions
to be made by the students as they
construct meaning. Increasingly,
the teacher serves as a guide. The
teacher consistently allows
students to select technology tools
from among many available
choices
The teacher facilitates learning
opportunities in which students
regularly engage in activities that
would have been impossible to
achieve without technology.
Authentic The teacher encourages students to
use technology tools to make
connections to their personal lives,
and to choose the technology that
best matches their needs.
The teacher encourages and
supports students’ innovative use
of technology in higher-order
learning activities that encourage
making connections to their own
lives and the world beyond the
classroom.
Collaborative
(Cooperative)
Control of the collaboration tools
shifts from the teacher to the
students. The teacher encourages
students to use technology tools
collaboratively across the day and
guides students in making
appropriate independent choices.
The teacher seeks out and
facilitates opportunities for
collaboration that would not be
possible without technology. The
teacher may seek partnerships
outside of the classroom to allow
students to access experts and
peers in other locations.
Goal-Directed
(Intentional)
The teacher creates a learning
environment that incorporates
technology tools for planning and
monitoring throughout the day and
across subject areas.
The teacher creates a rich learning
environment in which technology
use is integral, seamless, and
indispensable.
Chapter 4: Literature review 85
4.4.2 Challenge to teacher adoption of technology
Teachers’ adoption of technology is influenced by their beliefs and so a critical first step was
to review the claims made in the literature as to their impact (Section 4.3.1). It was similarly
important to understand teacher knowledge in terms of digital technologies (Section 4.3.2)
and how this might also impact on how they interpret or re-interpret their practice.
For example, Becker and Riel’s (2001) research stated that skill-based courses as a
form of professional development for teachers to integrate ICT in their classroom are only
part of the process for preparing teachers to adequately teach with ICT. Both Butler and
Sellbom (2002), and Cuban, Kirkpatrick, and Peck (2001) noted that teachers found it
difficult to plan and prepare new technology integrated lessons due to their workloads and
schedules being the same as before the technology was introduced. Sadly, teachers only
employed technology in ways which replicated their traditional instructional approach,
choosing to sustain rather than innovate their current pedagogy (Cuban et al., 2001;
Schofield et al., 2001; Zhao, Pugh & Sheldon, 2002). Thus, a radical change was required in
the way that education copes with change so as to enable teachers to explore technology
incorporated lessons that focus on creating knowledge-building environments rather than
knowledge-reproduction sessions (Scardamalia & Bereiter, 2003).
Kenny (2002) raised the issue that there has been insufficient research into cases
where there has been attempts to explore how ICT interacts with the curriculum and,
furthermore, influence content-specific pedagogies. Maddux and Johnson (2005) supported
this by suggesting that the effectiveness of ICT integration is impacted by the operational use
of the ICT applications; whether the ICT applications are used to promote more efficient
teaching and learning in traditional ways, or whether the ICT applications encourage new
and better ways of teaching and learning. Winn (2005) also argued that there comes a time
when ICT is no longer viewed in terms of what the technology can replace but, rather, what
that technology can offer to enhance the learning experience. Gareis and Husing’s (2009)
research, however, suggested that a transformative integration of ICT is dependent upon its
empowerment by users, which should lead to more effective approaches to the achievement
of desired learning outcomes.
While emerging technology applications change the dynamics of teaching and
learning, consideration needs to be given as to how integrating these technologies interacts
with both the content and content-specific pedagogies for that particular curriculum learning
area (Ertmer et al., 2012). Cox (2008) earlier suggested this by stating that research attempts
to investigate the uptake of ICT being implemented in schools, primarily focusing on the
types of technologies being selected by teachers and students. Peeraer and Van Petegem
(2012) extended this viewpoint by highlighting that little research exists to measure the
86 Chapter 4: Literature review
“effective integration of ICT in teaching practice or on added value of ICT for teaching and
learning in general” (p. 1247).
4.5 Chapter summary
The ever-changing use of technology in the classroom to support student learning of specific
curriculum concepts and skills has received variable feedback on how best to use the chosen
technology to enhance student learning outcomes. The conceptual and theoretical models
presented in this chapter (e.g., the TPACK model, SAMR model, TIM model, signature
pedagogies, and the Teacher Professional ICT Attributes Framework) enable teachers to
reflect on their integration of technology to support or aid their teaching of specific concepts
(Section 4.4). It appears that there has been a shift in teachers’ approach to technology
integration within the curriculum in that merely using technology to re-present information
or consolidate learning is only a superficial use of that technology. Teachers are continually
exploring various technologies that also enable students to practise higher-order thinking;
however, a gap appears in the literature as to how teachers implement pedagogical practices
to enable higher-order thinking with such technologies. Teachers need support to reflect on
their own teaching practice and reconceptualise how they teach with emerging technologies
that force the teacher to work with the technology at the same time as providing learning
opportunities with the physical classroom environment.
This chapter has introduced the research literature which relates to the important
aspects of this study. Figure 4.6 illustrates the Conceptual Framework (previously presented
as Figure 1.1) with the research presented in this chapter. It attempts to show the connections
between the sections of the review and between the underlying concepts.
Chapter 4: Literature review 87
Figure 4.6. Conceptual framework illustrated through literature review.
Therefore, this study explores how teachers, when faced with using immersive
educational simulations, as an emerging technology, respond to the demands of teaching
within the technology platform and simultaneously teaching within the physical classroom
environment. The study will endeavour to identify a pedagogy used by those teachers to
highlight the importance of being able to respond to this “duality” of learning; that is
learning within the immersive educational simulation while also learning simultaneously in
the physical classroom environment. Thus, this research will significantly contribute to
knowledge pertaining to pedagogical practices for teaching within and through immersive
educational simulations. The following chapter presents the research methodology which
guided the study.
88 Chapter 5: Research methodology
Chapter 5: Research methodology
The immersive educational simulation which forms the basis of the research setting in this
study (Section 1.10, Figure 1.4) and the recency of its use in teaching and learning means
that there are no agreed teaching practices to use and no history of use. The study described
in this thesis aimed to question how teachers re-interpret their practice to accommodate new
technologies and to identify the signature pedagogy (introduced in Sections 1.1, 1.2, 1.6 and
4.1.2) and the theoretical model relating to teaching and learning within and through an
immersive simulation.
In order to achieve these aims, the qualitative study reported in this thesis adopted a
Grounded Theory approach (see Section 1.10). Grounded Theory is widely used in social
science research, particularly in fields such as psychology, education and health (Strauss &
Corbin, 1994). It has been described as “an inductive, theory discovery methodology that
allows the researcher to develop a theoretical account of the general features of a topic while
simultaneously grounding the account in empirical observations or data” (Martin & Turner,
1986, p.141). In this, Grounded Theory differs from deductive methods of analysis that rely
on testing a priori theory and hypothesis (Charmaz, 2006, 2010, 2014).
Because of its systematic inductive construction of theory and “grounding” in the
data (Charmaz, 2006, 2014), Grounded Theory offered the most promising method for this
study mainly because it was endeavouring to develop new theories in a new learning
environment. In this, it was, for example, preferable to a case study approach which focussed
on individual participants or settings. The intention was to build a pedagogical model for use
in an uncharted space, namely teaching within and through an immersive educational
simulation, rather than map existing practice or to identify the factors enabling or inhibiting
success. The approach was as described by Lingard, Albert and Levinson (2008) who
explained the Grounded Theory is appropriate when “the study of social interactions or
experiences aims to explain a process, not to test or verify an existing theory” (p. 459).
Creswell (2007) argued that the aim of Grounded Theory is to develop a substantive
theory that explains an inherent process within a particular social context through the
experiences of the people operating within that context. In this study, the teachers coming to
terms with teaching within and through an immersive educational simulation were asked
about their specific experience in that context. Their responses, through the survey and
interviews described in this chapter, provided the data in which the theories proposed in this
study were “grounded.”
Chapter 5: Research methodology 89
Corbin and Strauss (1990) explained that “the procedures of grounded theory are
designed to develop a well-integrated set of concepts that provide a thorough theoretical
explanation of social phenomena under study” (p. 5). Further, Strauss and Corbin (1990,
1998) noted that there is particular value in studies that seek to construct rather than confirm
theory, that is, it seeks to generate new theory to explain a phenomenon. Fernández (2004)
explained that:
In Grounded Theory, everything is integrated; it is an extensive and systematic
general methodology (independent of research paradigm) where actions and
concepts can be interrelated with other actions and concepts – in grounded theory
nothing happens in a vacuum. (p. 43)
A distinguishing feature of Grounded Theory are its key processes (see Section 1.10).
Two of these processes have been adopted in this study, namely, constant comparative
analysis and theoretical sampling (referred to more generally as purposive sampling). The
first, constant comparison data analysis, is where codes, categories and themes are iteratively
developed so that theory is developed progressively. The data analysis in this study used
both “initial and focussed coding” (Charmaz, 2006). Initial coding was used to identify and
name specific segments of data. While focussed coding was used to determine the most
significant initial codes to organise and synthesise the data into meaningful analytical ideas
(Charmaz, 2006). Codes were discussed with supervisors to manage and limit any potential
researcher bias.
The second distinguishing feature of Grounded Theory to be adopted by this study is
its use of theoretical (purposive) sampling, that is, the identification and selection of rich
data sources to explain social phenomenon (Butler, Copnell & Hall, 2018; Charmaz, 2006;
Hallberg, 2006). This study stayed true to these key processes and progressed logically
through data collection and analysis to generate credible robust theories.
The purpose of this chapter is to present the research design and methods adopted by
this study. It has begun with a description and justification of the method chosen that is of a
qualitative study informed by Grounded Theory. It will continue, in Section 5.1, with a
restatement of the research aim and questions (introduced in Section 1.2). Section 5.2 will
present the research design employed for the study including the research setting (Section
5.2.1) and the determination of the participants in the study (Sections 5.2.2, 5.2.3 and 5.2.4).
Section 5.3 will describe the two data collection instruments used and methods of analysis to
be used (introduced in Sections 1.10 and 1.11), namely, the online survey (Section 5.3.1) and
one-to-one interviews (Section 5.3.2). Following this, Section 5.4 will discuss the
trustworthiness of the study. The ethical considerations of the study are presented in Section
90 Chapter 5: Research methodology
5.5. This chapter will conclude with Section 5.6 which will provide a summary of the
research methodology adopted in this study.
5.1 Research aim and questions
As introduced in Chapter 1, the research aim addressed by this qualitative study was: How
do teachers interpret their own pedagogy in the face of immersive educational simulations?
This aim was designed to investigate teaching within and through immersive educational
simulations and to identify the new signature pedagogy and theoretical model suited to the
teaching of Economics and Business through immersive simulations.
This aim is supported by four research questions (introduced in Section 1.2) and
emerged from the Conceptual Framework (see Figure 1.1). The questions are:
1. What do teachers believe to be the role of ICT (Information and Communication
Technologies) in education, particularly in the use of immersive educational
simulations in the teaching of Economics and Business?
2. What are the challenges and disruptions faced by teachers in the adoption of
immersive educational simulations into their teaching practice within the Economics
and Business curriculum area?
3. What are the pedagogical connections between the affordances of the technology
and the teaching of a particular content domain noted by teachers in the adoption of
immersive educational simulations into their teaching practice within the Economics
and Business curriculum area?
4. To what extent and in what way do teachers’ practice and beliefs about pedagogy
change as a result of teaching within and through an immersive educational
simulation?
In accordance with a Grounded Theory approach, the research questions did not pre-
empt the study by imposing theory but rather adopted a broad focus and aligned with the
history of research into educational technologies.
5.2 Research design
According to Johnson and Christensen (2008), the role of educational research is to develop
practices that enhance the education setting, providing descriptions, explanations and
predictions of such phenomenon. The following sections will describe the research setting
for the study (see Section 5.2.1) and the details of participants (see Section 5.2.2).
Chapter 5: Research methodology 91
5.2.1 Research setting
The research setting in this study (introduced in Section 1.10, Figure 1.4) is idiosyncratic to
each of the Economics and Business teachers who acted as participants. Each commented on
their experiences in teaching Years 7-10 classes (students from 11 to 16 years old) within
and through the PierSim Business Island Simulation. These classes were of 25-30 students in
different Queensland metropolitan schools, all of whom have elected to study Economics
and Business. The Australian Curriculum: Economics and Business syllabus, whose aims
were introduced in Section 3.3.2, itself forms part of the research setting. The syllabus is
built around four content areas: (i) Financial Management, (ii) Marketing Management, (iii)
Human Resource Management (HRM), and (iv) Operations Management.
The teachers were employed in secondary schools (Year 7-12) in Queensland which
had adopted the PierSim Business Island Simulation as the learning environment for the
teaching of Economics and Business (N=~27). They had become involved through a process
of networking in which the IES (University of Queensland) approached some schools and
asked them to identify and approach others. Both public and private schools have been
involved with the majority being private schools (n=21, 77.78%). All schools were in a
metropolitan area. They could be seen to be sufficiently resourced and open to curriculum
innovation to become a part of the PierSim Business Island Simulation initiative.
The participating teachers had varying degrees of specialist knowledge and varying
years of experience in teaching within a secondary schooling environment within
Queensland (see Table 5.1). It can be similarly presumed that the students similarly had
varying degrees of knowledge and skill in understanding Economics and Business concepts
and processes, as well as exposure to the PierSim Business Island Simulation. The research
setting, however, solely focussed on the teacher’s pedagogical approach rather than the
classroom or student achievement or dispositions.
5.2.2 Participants
Creswell (2003) suggested that effective qualitative research relies on participants being
purposefully selected so as to allow the researcher to appropriately investigate the research
questions. Similarly, Morse (2007) described how “excellent participants” to inform
Grounded Theory research should have:
… been through, or observed, the experience under investigation. Participants must
therefore be experts in the experience or the phenomena under investigation; they must
be willing to participate and have the time to share the necessary information; and they
must be reflective, willing, and able to speak articulately about the experience. (p. 3)
92 Chapter 5: Research methodology
As noted in Section 1.10, the study enlisted the participation of Economics and
Business teachers from the 27 schools which, at the time of the study, were committed to
implementing PierSim Business Island Simulation as part of the Australian Curriculum for
Economics and Business education and where each teacher was expected to deliver PierSim
Business Island Simulation as part of the course of study. This provided a potential
population of approximately 35 participants.
Each of the Economics and Business teachers approached to participate, through
their schools, had received initial training on the use of PierSim Business Island Simulation,
namely, a full-day session of how to operate PierSim Business Island Simulation conducted
by the Head of the Academics Program at IES (the founder of PierSim Business Island
Simulation). Following the training session, each teacher had access to a curriculum guide
which provided detailed lesson planning and curriculum resources to support the
implementation. Additionally, each teacher had access to ongoing support from IES in
relation any technical advice as to the operation of PierSim Business Island Simulation.
The entire population, as a purposive sample (referred to as a theoretical sample in
Grounded Theory), was invited to participate in the online survey (see Section 5.3.1) with
information provided on the aims and objectives of the study. All were advised that their
participation in the study was voluntary and that they could opt out of the study at any time.
The participants were assured that their identities and responses throughout the entirety of
the study would remain confidential and that the study was not a performance management
process but rather an opportunity for personal professional development that could inform
their practice with the PierSim Business Island Simulation.
5.2.3 Survey participants
Details of the participants who responded to the online survey (n=15) are presented in Table
5.1. Given the potential population of participants (N=35), the response to the survey
indicated a response rate of over 42%. All surveys commenced were completed. No
identifying data was sought including the name of the school where the participants were
employed. This means that the number of schools were represented by the survey responses
cannot be discerned. The focus was on determining teaching experience and on experience
with the PierSim Business Island Simulation.
Chapter 5: Research methodology 93
Table 5.1
Teaching experience of survey respondents (sorted by experience with the program) (n=15)
Respondent # Years teaching
Economics and
Business (or related
Years using the PierSim Business Island
Simulation (from given ranges)
11 7 more than one year but less than two years
21 2 more than one year but less than two years
3 5 less than one year
41 33 more than one year but less than two years
5 35 more than one year but less than two years
6 12 less than one year
7 1 less than one year
81 25 more than two years
91 15 more than two years
10 9 less than one year
11 3 less than one year
12 24 less than one year
13 7 more than one year but less than two years
14 3 more than one year but less than two years
151 10 more than one year but less than two years
Note to Table 5.1:
1. self-nominated for interview.
Table 5.1 highlights the varying degrees of participant engagement with the use of
the PierSim Business Island Simulation in the delivery of aspects of the Australian
Curriculum for Economics and Business. Because of the relative newness of the
implementation (since 2011), no teacher, irrespective of years of classroom teaching, will
have more than five years’ experience with the PierSim Business Island Simulation.
Respondents ranged in teaching experience from 1-35 years (see Table 5.1).
94 Chapter 5: Research methodology
5.2.4 Interview participants
Six participants, to be referred to as Carolyn, David, Diana, Pearl, Thomas, and Rose, self-
identified for the one-to-one semi-structured interviews (see Tables 7.1 and Table 7.2). No
additional selection criteria were applied and all those who self-identified were included as
interview subjects. The participants fortuitously represented a range of experience through
years of teaching Economics and Business, and years of teaching with the PierSim Business
Island Simulation. Pearl (Respondent 4), Thomas (Respondent 8) and Diana (Respondent 1)
had the greatest experience in teaching Economics and Business (>25 years). Carolyn
(Respondent 2) had the least experience in teaching Economics and Business (>5 years).
Thomas and Diana had the longest exposure to the PierSim Business Island Simulation with
5 years and 4 years respectively. The least experienced with the simulation was Carolyn (1
year), Pearl (2 years), Rose (Respondent 15, 2 years) and David (Respondent 9, 3 years). The
six interview participants were from four different schools. Pearl and Diana were employed
at the same school. Thomas and Rose were employed in separate schools. The remaining
interview participants, Carolyn and David, were employed at the same school as the
researcher (see Section 5.4).
5.3 Data collection and analysis
The study commenced in Semester 1, 2016 with an establishment phase where formal ethical
clearance was sought from QUT and where the purpose of the study was introduced to the
target population, that is, the Economics and Business teachers who taught with the PierSim
Business Island Simulation (N=~35).
There were two data collections. The first was an online survey, which was open for
three weeks in June 2016 (see Section 5.3.1). The second was a series of interviews
conducted between August and December 2016 (see Section 5.3.2). As noted in Section
1.9.1, the researcher took the role of empathetic peer rather than objective critical observer.
The first step in the analysis of each data instrument was coding described by
Charmaz (2006) as “the process of defining what the data are about. … [it] means naming
segments of data with a label that simultaneously categorises, summarises and accounts for
each piece of data” (p. 43). In Grounded Theory, coding shapes the analytical frame from
which the analysis is built.
5.3.1 Online Survey
Surveys are a technique commonly employed for gathering qualitative research data (Denzin
& Lincoln, 2008). They are used to gather data at a specific point in time with the intention
of “describing the nature of existing conditions or identifying standards against which
Chapter 5: Research methodology 95
existing conditions can be compared or determining the relationships that exist between
specific events” (Cohen, Manion & Morrison, 2007, p. 205). The online survey, accessed
through a portal link, was the first stage of the data collection in this study. It was open to
Economics and Business teachers who were involved in teaching within and through the
PierSim Business Island (see Section 1.10).
In this study, the survey attempted to capture the participants’ current approach and
perceptions of their pedagogical practice when using available technologies from a broad
range of teachers. It was designed to:
establish a profile of the sample (for example, teaching experience, experience with
the PierSim simulation, overall perceptions of ICT in teaching and learning);
to compare the teachers’ perceptions with findings from the literature, for example,
perceptions of workload (Butler & Sellbom, 2002); and,
to identify the perceptions of benefits of using technologies in enhancing student
learning compared with findings from the literature (see, for example, Attewell,
2004; Livingstone, 2012).
The survey comprised equally of a series of open-ended and closed items aimed to
specifically encourage the participants to reflect on their anticipated pedagogical approach
towards delivering PierSim Business Island Simulation (see Appendix C). The open-ended
items (n=4) required a response of no more than 500 characters while closed items (n=4)
required a multiple choice or Likert Scale response although frequently asking for
elaboration.
The open items, namely Items 3, 4, 5, and 7, were treated as elicited texts which
Charmaz (2006) described as being any instance where a research participant is involved in
“writing the data” (p. 36). Elicited texts are typically artefacts such as diaries or work logs
but also, as in this study, refer to open survey items. These were analysed using initial coding
(Charmaz, 2006) with some being benchmarked against existing policy or frameworks. For
example, Item 3 asked specifically about the role of information and communications
technology (ICT) in Economics and Business. Participant responses could be compared with
the role as stated in the Australian Curriculum (see Section 3.3.2) which highlights the use of
technologies as an investigative and creative tool. The methods of analysis used in
interpreting the data from the online survey in this study are summarised in Appendix C. The
findings are presented respectively in Sections 6.1 to 6.8.
The first two survey items, which contributed to the profile of the sample, were:
96 Chapter 5: Research methodology
How long have you been teaching Economics and Business (or related subject
areas)?
How long have you been using the PierSim Business Island Simulation (based on
categories of less than one year, more than one year but less than two years, and
more than two years but less than five years)?
These items (Items 1 and 2) aimed to obtain generic information about the participant so as
to determine teaching experience and his/her familiarity with the PierSim Business Island
Simulation. Item 1 was open but specified a numerical response. Item 2 was a closed item
and asked participants to select a response from a given list. The maximum years that any
respondent could have is 5 years given that the data collection was in 2016 and the initial
pilot of the simulation was in 2011. The results are reported in Section 6.1 (Table 6.1) and
Section 6.2 (Table 6.2).
The third survey item, which contributed to an understanding of the beliefs and
perceptions of the sample (Research Question 1), was an open question which asked:
What do you think (generally) is the role of ICT in the teaching of Economics and
Business?
This item (Item 3) was informed by the contention that asking the participants’ view of the
role of ICT would provide insight into how they could transform their teaching through/with
ICT to promote new learning experiences (Angeli & Valanides, 2009; Winn, 2005). It
represented a direct asking of Research Question 1 relating to teachers’ understanding of the
role of ICT (Information and Communication Technologies) in the teaching of Economics
and Business. The question was drawn from research into the role of belief and self-efficacy
in the adoption of ICT in teaching practice (Ertmer et al., 2012; Peeraer & Van Petegem,
2012) and was posed to describe the technologies currently and previously used in the survey
respondents’ current teaching practice. The data from the responses to this item is reported in
Section 6.3 and has informed the response to Research Question 1 (see, for example, Section
8.1).
The fourth survey item, an open question which also contributed to an understanding
of the beliefs and perceptions of the sample, asked:
What do you see as the main purpose of the PierSim Business Island Simulation?
By asking about perceived purpose of the simulation, Item 4 was designed to determine if
and how participants had considered how the PierSim Business Island Simulation interacts
with (and supports) the Economics and Business curriculum and, furthermore, whether the
platform could influence content-specific pedagogies (Kenny, 2002). This item was based on
Chapter 5: Research methodology 97
research into the affordances of technology (for learning) (Angeli & Valanides, 2009; Ertmer
et al., 2012; Farley, 2014). The responses are reported in Section 6.4 (Sections 6.4.1-6.4.7)
and have informed all research questions.
The fifth survey item was an open question was concerned with the concept of
disruption, particularly that of technologies disrupting conventional pedagogical practices. It
asked:
3-D immersive simulations such as the PierSim Business Island Simulation have
been described as disruptive. Do you agree with this statement? Please offer a
reason for your answer.
Item 5 posed an open statement asking participants about digital disruption in education. It
essentially sought to explore whether participants believed that the PierSim Business
Simulation, as a contemporary technology, could disrupt the traditional practices of teaching
and learning (Conole, 2013; Conole et al., 2008; Godwin-Jones, 2005; Psotka, 2013) in the
Economics and Business curriculum. The responses to this item are reported in Section 6.5
and inform Research Questions 2, 3 and 4 (see Sections 8.2, 8.3 and 8.4).
The sixth survey item posed seven statements (6a-6g) which required a response on a
5-point Likert scale with 1 being the lowest and 5 the highest. The statements were intended
to provide a simple measure of the participants’ perceived TPACK (technological,
pedagogical and content knowledge) and beliefs about teaching with technology (Butler &
Sellbom, 2002; Cuban, Kirkpatrick & Peck, 2001; Maddux & Johnson, 2005). The data
collected from this item is reported in Section 6.6 and has informed the discussion in Chapter
8. The statements were:
a) I am comfortable with the technical aspects of the PierSim Business Island
Simulation.
b) I am comfortable in navigating through 3-D virtual spaces.
c) I am able to explain Economics and Business concepts and map these to the PierSim
Business Island Simulation.
d) I enjoy teaching Economics and Business through the PierSim Business Island
Simulation.
e) I am aware of ICT as a General Capability and its organising elements within the
Australian Curriculum for Economics and Business.
f) I think that teaching with the PierSim Business Island Simulation represents a more
efficient way of teaching Economics and Business.
98 Chapter 5: Research methodology
g) I am concerned with the workload implications of teaching with the PierSim
Business Island Simulation
Each statement (or group of statements) served a particular purpose. Items 6a and 6b
explored participants’ confidence with the PierSim Business Island Simulation program and
3D technologies. They aligned with the TPACK (Technological, Pedagogical and Content
Knowledge) framework (Chai, Koh, & Tsai, 2013; Koehler & Mishra, 2008; Mishra &
Koehler, 2006), particularly “Technological Knowledge” (TK). Items 6c and 6d were also
measures of TPACK in that they explored participants’ confidence in applying Economics
and Business concepts and processes to the PierSim Business Island Simulation,
demonstrating their understanding of the TPACK model (Koehler & Mishra, 2009; adapted
from Koehler & Mishra, 2008). They specifically sought to note if respondents understood
and/or valued the affordances of the simulation in the teaching of a particular content
domain, namely, Economics and Business (Angeli & Valanides, 2009; Ertmer et al., 2012;
Farley, 2014). The response to this item informs Research Question 4.
Item 6e explored participants’ knowledge of and familiarity with the requirements
for ICT integration within the Australian Curriculum (ACARA, n.d.-c, n.d.-d). This aligns
with the TPACK (Technological, Pedagogical and Content Knowledge) (Koehler & Mishra,
2008; Mishra & Koehler, 2006), particularly “Pedagogical” (PK) and “Content” Knowledge
(CK). The responses to these items informed Research Question 2 and Research Question 3.
Curricular knowledge is third type of content knowledge (Shulman, 2005).
Item 6f recorded participants’ acceptance of using technology to teach in more
efficient ways (Maddux & Johnson, 2005). The data collected from this item informs
Research Question 3. It aimed to identify participants’ agreement with the belief that using
technology allows teaching to be more efficient (Maddux & Johnson, 2005). “Efficient” in
this study given to mean effective in time taken to explain and understand particular
concepts, and to provide concise explanations and convincing examples of a concept. The
responses to these items informed Research Question 1 and Research Question 2. Finally,
Item 6g explored participants’ concerns for how technology impacts on their teaching
practice (Butler & Sellbom, 2002; Cuban et al., 2001). The responses to this item informed
Research Question 2.
The seventh survey item was an open question which asked for a response to a
statement which embedded four benefits of digital technology in teaching and learning:
ICT has been shown to (i) improve literacy and numeracy, (ii) recognise their own
strengths and weaknesses during the learning process; (iii) participate in both
independent and collaborative learning activities; and (iv) enable the learner to
Chapter 5: Research methodology 99
remain focussed for longer periods of time. Which, if any, of these do you think is
best represented through the PierSim Business Island Simulation? Please offer a
brief explanation.
This item (Item 7) was drawn from a study by Attewell (2004) in which teachers were asked
to reflect on their beliefs towards the effectiveness of ICT in enhancing the learning
outcomes for the learner. The data collected from this item is reported in Section 6.7 and
informs the response to Research Questions 1 and 2.
The eighth and final survey item asked participants to select the statement from a
given list which resonated most closely with the belief of the potential impact of the PierSim
Business Island simulation for the teaching of Economics and Business. The list (of four
items) was:
I believe that the PierSim Business Island Simulation should not replace traditional
teaching practice.
I believe that the PierSim Business Island Simulation is worth investigating to explore
alternative teaching practice.
I believe that the PierSim Business Island Simulation effectively integrates ICT into the
existing curriculum.
I believe that the PierSim Business Island Simulation transforms teaching and learning
practice.
The statements on the list mimic the levels/stages of the technology adoption models
offered in Section 4.4. For example, this item introduced the idea of digital technologies,
particularly the PierSim Business Island simulation, transforming teaching and learning,
typically the top level of any adoption model. Similarly, it asks if the simulation integrates
ICT into the curriculum, noted as a requirement by the Australian Curriculum (see Section
3.3.1). It also mimics the lower levels, e.g. Inaction or Non-Use, by asking if the simulation
“should not replace traditional teaching” and those levels which indicate growing interest
and awareness by asking if the simulation is “worth investigating to explore alternative
teaching practice.” Data collected from this item, reported in Section 6.7 (Table 6.5), informs
Research Questions 1, 3, and 4.
The survey was also used to recruit participants for the next stage of data collection
(Creswell, 2003). Participants were asked at the end of the survey if they were willing to take
further part in the study and, if so, to provide their name and contact details.
100 Chapter 5: Research methodology
5.3.2 One-to-one interviews
A salient characteristic of qualitative research is how it allows individuals to reveal their
experiences as well as allowing for the development of research questions which examine
the meanings that individuals assign to particular experiences (Silverman, 2005). Charmaz
(2006) explained that “the in-depth nature of an intensive interview fosters eliciting each
participant’s interpretation of his/her experience” (p. 25).
The interviews were informed by Cohen et al.’s (2007) proposed semi-structured
interview technique which provides an outline for the direction of interview yet still enables
some questions to be open-ended. The objective of this study was to explore a “rich” and
“detailed” understanding of the participants’ own beliefs towards interpreting their
pedagogical practice when using immersive educational simulations. Therefore, in order to
establish a rapport with the participants and to allow for the accommodation of the
participants’ own interpretation of their pedagogy, it was necessary for the researcher to
employ the flexibility of the semi-structured interview (Flick, 2009).
While pre-determined guide questions were used in the semi-structured interviews,
the design of the questions were sufficiently open-ended so as to allow the researcher to
make possible modifications (Ryan, Coughlan, & Cronin, 2009). In Grounded Theory, the
design of open-ended, non-judgemental questions are used to encourage participants to share
unanticipated statements and stories (Charmaz 2006, 2014). Such an interviewing technique
enables the interview to digress to other areas that the participant wants to emphasise. The
participant is also able to make additional comments which allows the researcher to explore
new avenues and insights.
Schultze and Avital (2011) suggested that interviews generate in-depth, contextual
understandings of the participants’ experiences and, importantly for this study, their
interpretations of such experiences. Intensive semi-structured interviews enable exploration
beyond the superficial layers of the participants’ physical responses and allow the researcher
to gain insights into the phenomenon being explored (Charmaz, 2006, 2010, 2014; Schultze
& Avital, 2011). Therefore, “both grounded theory methods and intensive interviewing are
open-ended yet directed, shaped yet emergent, and paced yet unrestricted” (p. 28).
Each interview began with an introduction as to why the participant had been invited
to take part. They were assured of their anonymity and the de-identification of any details
relating to them or their workplace. The researcher then described the interview process and
informed the participant that they could stop the interview at any point in time or ask for the
recording to be stopped. Each interview was based on three broad guide questions. These
were:
Chapter 5: Research methodology 101
1. Has your teaching of Economics and Business concepts, content and processes changed
as a result of teaching with PierSim? If so, how? Could you please give me examples of
this?
2. Can you explain to me the difference between teaching in-world (within PierSim) and
out-world (within the physical classroom)?
3. Has your confidence level and mastery of the PierSim Business Island Simulation
changed over time? Has this affected your teaching?
The participants were invited to comment on any other information that he/she may
like to include in this interview (Rubin & Rubin, 2011). The goal of the interviews was to
explore the research questions from the perspective of the participants (King, 2004) and to
gain an understanding as to how the individual has interpreted or re-interpreted their
pedagogy as a result of the disruptive technology and how/why this informs their own
practice. Emphasis was placed on the notion that the study would not aim to quantify the
individual participants’ pedagogical experiences with PierSim Business Island Simulations
(as outlined in Section 1.2), but rather place importance on how participants re-interpreted
their pedagogy when such disruptive technologies are embedded into the curriculum.
The interview data was analysed through focussed coding which scrutinised the data
to define meaning within it (Charmaz, 2006, 2010, 2014). Language played an important role
in how meaningful coding was developed to reveal emerging trends of teachers’ pedagogical
beliefs and practices. The researcher’s theoretical sensitivity was called upon to understand
discipline specific jargon and interpret teachers’ experiences.
In addition, the interview data was subjected to a content analysis. While more
typically associated with quantitative analysis, content analysis can also be used for the
“subjective interpretation of the content of data through the systematic classification of
coding and identifying themes or patterns” (Hsieh & Shannon, 2005, p.8). Elo and Kyngäs
(2008) also noted that content analysis can be used in inductive approaches, such as
Grounded Theory, where codes, categories or themes are directly drawn from the data. Cho
and Lee (2014) further explained that “although both grounded theory and qualitative
content analysis follow coding processes, content analysis does not focus on finding
relationships among categories or theory building; instead, it focuses on extracting categories
from the data” (p. 5) In this instance, the data were the interview transcripts.
5.4 Trustworthiness
Qualitative research adopts a range of quality criteria to ensure “trustworthiness” such as
credibility, transferability dependability, confirmability and authenticity (Lincoln & Guba,
102 Chapter 5: Research methodology
2000). Morrow and Smith (2000) described these standards collectively as “goodness.” The
following discusses a selection of criteria, namely, credibility, transferability, dependability
and confirmability and how they can be applied to assure the trustworthiness of the current
study.
Credibility. Credibility in qualitative research corresponds to internal validity in
quantitative research. It is a measure of the internal consistency of the research.
Lincoln and Guba (2000) suggested that credible findings are assured through the
use of measures such as: prolonged engagement with participants; persistent
observation in the field; debriefing with peers or critical friends; negative case
analysis; researcher reflexivity; and participant checks, validation, or co-analysis. In
this study, credibility is achieved through the researcher’s close association with the
field (see Sections 1.1 and 1.10.1), the analysis of negative cases which emerged
from the analysis of the survey data (see Chapter 6); and researcher reflexivity (see
Section 9.5).
Further to this, credibility is achieved through the use of “thick descriptions”
(Geertz, 1973), that is, a rich description of data which serves as a bridge between
source data and emerging analyses. In this study, thick description has been adopted
in the recount of teachers’ practice in explaining what teachers believe to be the role
of digital technologies in teaching Business and Economics (see Section 8.1.1). It
has also been adopted in participant profiles presented as a summary of survey data
(see Section 6.9.1).
Transferability in qualitative research corresponds to external validity or
generalisability in quantitative research. Morrow (2005) described transferability as
“the extent to which the reader is able to generalize the findings of a study to her or
his own context” (p. 252). This study acknowledges the limitations to the
transferability of its findings due to its small scale and specific research setting (see
Limitations, Section 9.3). It is hoped, however, that the signature pedagogy
developed through this study (see Chapter 9), will be transferable to teaching and
learning environments other than immersive educational simulations. The content of
the teaching and learning affordances, which emerged through the Discussion in
Chapter 8, may or may not be transferable to other settings. The concepts are,
however, transferable. All teaching and learning environments are framed by the
affordances of technology use and their interrelationship (see Figure 8.4).
Dependability in qualitative research corresponds to the quantitative concept of
reliability. It is concerned with how the study has been conducted and if it can be
replicated. Patton (2002) described it as being “a systematic process systematically
Chapter 5: Research methodology 103
followed” (p. 546). The research design of this study has been documented with care
(in this chapter) to enable others to repeat the study. The findings, however, emerge
from the collated data and would be unique to each set of participants. Similarly, the
identification of themes is a result of the researcher’s theoretical sensitivity.
Therefore, while the study could be replicated, it is unlikely that the same outcomes
will be achieved.
Confirmability in qualitative research corresponds to objectivity in quantitative
research. It is premised on the idea that research is never objective (Morrow, 2005)
and care must be taken to ensure that the findings are “an outcome of the
participants’ responses and not the researchers’ biases” (Treharne & Riggs, 2015, p.
58). Through an approach which is similar to that adopted to achieve dependability,
care was taken in this study to reduce bias and manage subjectivity. Triangulation,
that is “capturing and respective multiple perspectives” (Patton, 2002, p. 546), was
used to ensure confirmability. In this study, triangulation is made possible through
the use of two data sources: survey and interviews.
5.5 Ethical considerations
This study was conducted with the approval of the QUT Ethics Committee (1500000814).
The study was designed to create a distance between the researcher and the University of
Queensland’s International Education Services (IES) Limited who developed and who
market the simulation. The focus was, therefore, on pedagogical practice rather than an
evaluation of the simulation.
Distance was also brought to the selection of participants so as not to compromise
their relationship with the researcher or peers. Surveys were anonymous, and no details of
employing schools were sought or collected. This removed any risk of identification. The
interview participants self-selected for the interview and their identities became known to the
researcher. These participants were de-identified in the thesis through the use of pseudonyms
and the withholding of any details which could identify the name and location of the schools
where they were employed.
No students were interviewed or observed in this study. No student artefacts were
collected or reviewed. Any reference to students is incidental and is phrased in terms of
teacher perceptions or reports of student behaviour, particularly in terms of levels of
engagement.
Level One (low risk) research involves human research with no significant risk or
ethical issues (before the implementation of any risk management strategies associated with
the research design). The surveys and one-to-one interviews adopted in this study addressed
104 Chapter 5: Research methodology
non-sensitive matters. This study was designated as Level One research with no significant
risks or ethical issues.
5.6 Chapter summary
This chapter outlined the research methodology and discussed the research design of the
study. Adopting a qualitative paradigm, the study enlisted a Grounded Theory methodology
which employed the data collection tools of surveys and one-to-one interview to gather
empirical data. The data analysis incorporated both content analysis and thematic analysis to
examine the participant’s interpretation of their own pedagogy when delivering the
Economics and Business curriculum with PierSim Business Island Simulation as an aid. The
discussion and conclusion from the results of the empirical data can be accessed in later
chapters.
Chapter 6: Findings - Survey 105
Chapter 6: Findings - Survey
This chapter reports on the findings of the research organised by the first data collection
instrument used for this study, namely, the online survey (see Section 5.3.1, Appendix C).
The findings of the second data collection, namely, the one-to-one interviews are presented
in Chapter 7.
The online survey was made available for three weeks during June 2016. It
comprised of open and closed items selected to gather data “describing the nature of existing
conditions or identifying standards against which existing conditions can be compared or
determining the relationships that exist between specific events” (Cohen, Manion &
Morrison, 2007, p. 205). The following subsections (Sections 6.1 - 6.8) addresses each of the
eight survey items in turn. This chapter ends with a detailed summary of the findings which
responds to the stated purposes for the survey, including the development of teacher profiles
(Section 6.9).
6.1 Online Survey: Item 1
Item 1 of the online survey asked: How long (in years) have you been teaching Economics
and Business (or related subject areas)? The participants (n=15) reported a range of
experience from 1 – 35 years in the teaching area of Economics and Business (see Section
5.2.2). Their experience is summarised (in 5-year bands) in Table 6.1. Full details may be
found in Table 5.1.
106 Chapter 6: Findings - Survey
Table 6.1
Summary of participants’ experience in teaching Economics and Business (n=15)
Year/s teaching Economics
and Business
Participants
n (%)
Respondent(s)
R#
1-5 5 (33.33%) R21, R3, R7, R11, R14
6-10 4 (26.67%) R11, R10, R13, R151
11-15 2 (13.33%) R6, R91
16-20 - -
21-25 2 (13.33%) R81, R12
26-30 - -
31-35 2 (13.33%) R41, R5
Note to Table 6.1:
1. self-nominated for interview.
Because of the recency of the development and piloting of the PierSim Business
Simulation (see Section 1.1), those with 1-5 years’ teaching experience (Respondents 2, 3, 7,
11, 14) could be presumed to have only taught Economics and Business through the
simulation. Respondents 4, 5, 8 and 12, with more than 20 years’ experience, are likely to
have had extensive experience in teaching through more traditional means such as teacher-
led instruction guided by textbooks and, in some instances, governed by external
examinations. It could be contended that the more experienced teachers would have begun
teaching in classrooms without technology or which made only limited use of productive
software, such as spreadsheets or accounting packages. Those self-nominating for interviews
represented a range of experience of teaching Economics and Business with at least one
interview subject in each of the five representative five-year bands.
6.2 Online Survey: Item 2
Item 2 of the online survey asked: “How long have you been using the PierSim Business
Island Simulation?” As noted previously, respondents were asked to select one of three
possible responses: Less than or equal to 1 year (<=1 year); More than 1 but less than 2 years
(>1year <2years); and, More than 2 years (>2years). This length of experience is
summarised in Table 6.2.
Chapter 6: Findings - Survey 107
Table 6.2
Summary of participants’ experience in using PierSim Business Island Simulation to teach
Economics and Business
Year/s experience # Participants Respondents
n (%) R#
<=1 year 5 (33.33%) R3, R6, R7, R10, R11
>1year <2years 8 (53.33%) R11, R21, R41, R5, R12, R13, R14, R151
>2years 2 (13.33%) R81, R91
Note to Table 6.2:
1. self-nominated for interview.
Five respondents (33.33%) reported having less than one years’ experience in
teaching Economics and Business within and through the PierSim Business Island
Simulation. The majority of the respondents (n=8, 53.33%), however, had up to two years’
experience. Cumulatively, 13 of the 15 survey respondents (86.67%) had less than 2 years’
experience with the simulation. Only two survey respondents (13.33%), Respondents 8 and
9, reported having more than two years’ experience.
The most experienced respondents self-identified to take part in a one-to-one
interview (Respondents 8 and 9). All others, namely Respondents 1, 2, 4, and 15) had
between 1 and 2 years’ experience with the PierSim Business Island simulation. None of
those with less than 1 year’s experience volunteered to be interviewed.
There was no common pattern of experience, that is, individuals with either limited
or extended experience in both teaching and years of experience with the simulation. The
exception was Respondent 11 who had been teaching for three years (Table 5.1) and who
had only 1 years’ experience with the simulation. The respondents who had been teaching
for the longest periods, namely Respondent 4 (33 years) and Respondent 5 (35 years), both
had more than 1 but less than 2 years’ experience with the simulation. The most experienced
in both teaching and with the simulation (more than 2 years) were Respondent 8 (25 years)
and Respondent 9 (15 years).
6.3 Online Survey: Item 3
Item 3 of the online survey was an open question which asked: “What do you think
(generally) is the role of ICT (Information and Communication Technology) in the teaching
of Economics and Business?” Respondents provided a paragraph in which they described
their own belief of the role of ICT in this particular subject-specific curriculum area. The 15
108 Chapter 6: Findings - Survey
responses to Item 3 were converted to 35 discrete statements. These were treated as elicited
texts (Charmaz, 2006) and were coded to identify underlying beliefs about teaching within
and through digital technologies. This survey item informed the responses to both Research
Questions 1 and 3 (see Sections 8.1 and 8.3).
The responses revealed a belief that ICT fulfilled roles in the teaching of Economics
and Business which included: (i) Authenticity (evident through references to currency and
real-world activities (n=14, 42.42%); (ii) Redefinition (n=12, 36.36%); (iii) Engagement
(n=6, 18.18%); and, (iv) Support (n=1, 3.03%) (see Table 6.3). Two statements were not
coded as they offered generic definitions of ICT in teaching and learning rather than
specifying a role, for example, “ICT is any form of technological communication devices”
[Respondent 7]. Within the valid data (n=33) and within each coded category were some
statements which indicated a negative case or an obseletism (n=7, 21.21%). A negative case
is defined in Grounded Theory as instances where participants “have not responded in the
anticipated way, or who have opposite reactions to the majority to a particular phenomenon”
(Morse, 2007, p. 11). The most common negative case noted in response to Item 3 was
obsoletism, that is, comments that were out of date and/or did not fit with current policy,
professional or curriculum demands (See Chapter 3). Negative cases are not discarded but
are, rather, integrated into the emerging theory. The negative cases identified in response to
this item are described within the identified themes, namely, authenticity, redefinition,
engagement and support.
Table 6.3
Thematic coding of statements in response to Item 3 (n=33)
Authenticity Redefinition Engagement Support
Valid Responses
(n=26, 80%)
12 9 5 0
Negative Cases
(n=7, 20%)
2 3 1 1
Total 14 12 6 1
% (42.42%) (36.36%) (18.18%) (3.03%)
6.3.1 Authenticity
The majority of Item 3 statements were categorised as “authenticity” (n=14, 42.42%). They
related to or specifically referred to currency with business operations and real-world
contexts, for example:
Chapter 6: Findings - Survey 109
(a) currency – for example, “make connections to current industry practice” [Respondent
15], and “to maintain current information about the ever-changing world of business”
[Respondent 2].
(b) real-world, for example:
Provide opportunities for students to engage with real-world context [Respondent 1]
In the specific case of PierSim, I believe that is an essential way to link business
theory with the real-world [Respondent 3]
To provide resources and worked examples of how the business knowledge students
study relates to the real-world contexts of successfully operating and managing the
business environment external to the classroom [Respondent 14].
This means that the respondents believed that using the simulation afforded real-
world learning experiences for students. Two of the statements relating to authenticity (n=14,
14.29%), however, were atypical and were coded as negative cases. One respondent, in line
with other negative comments made through the survey, observed that the students “found it
difficult to bring the context back to real-world” [Respondent 5] (see Section 6.9.1). This is
contrary to the majority of other respondents who indicated that ICT in general and the
PierSim simulation in particular allowed a strong and clear connection to authentic learning
experiences. The other atypical response, perhaps in describing the nature and purpose of
simulations, ambiguously offered that “students are able to use programs within the course
without damaging essential information in a business” [Respondent 6].
6.3.2 Redefinition
Twelve responses to Item 3 (36.36%) related to redefinition, as defined in the SAMR model
(Puentedura, 2006) (see Section 4.4, Figure 4.4). The term “redefinition” relates to activities
that would not be possible without digital technology and acknowledges the affordances
(qualities and characteristics) that digital technology brings to teaching and learning and
which afford unique opportunities. Relevant statements, which generally alluded to
educational simulations, include:
Provide opportunities … [which] cannot be easily mimicked by discussions or
completing worksheets. [Respondent 1]
Provide real-world opportunities … that cannot be easily understood by routine
activities such as class discussion or completing worksheets. [Respondent 3]
ICT should be embedded into the Economics and Business curriculum to allow students
to investigate and evaluate the theories of Business and Economics in an environment
that allows them to explore, without risk. [Respondent 1]
There were three negative cases (n=3, 25%) relating to redefinition. Respondent 3
offered that “it [ICT] is an ideal application for the classroom environment as it allows
110 Chapter 6: Findings - Survey
students to interact/learn with minimum disruption to the timetable.” This implies an
efficiency for digital technologies which relates to pragmatic considerations, namely,
disruption to the timetable. This excludes any cognitive or social advantages in using digital
technology in supporting teaching and learning.
Respondent 9’s response presented a negative case, that is, as an obsolete view of the
affordances of technology in education:
It [ICT] is also used to help teach certain technology skills for assessment e.g., Year 8
taught word processing skills such as header/footer, auto table of contents,
citations/bibliography etc. for report writing. [Respondent 9]
Respondent 9’s response can be seen to offer a low-level functional role for digital
technologies in teaching and learning. The notion of obsoletism comes from Harmes et al.’s
(2016) observation that “the innovative technological tools of one generation become the
conventional tools, and eventually the obsoletisms of succeeding generations” (p. 138). The
statement loosely fits with the organisational element of the ICT Capability relating to
Managing and operating ICT (Figure 1.3) and refers specifically to word processing. In this,
it aligns more with the Substitution level of the SAMR framework (Puentedura, 2006) and
the lower level of Peeraer and Van Petegem’s (2016) model, namely, where educators use
ICT to replace traditional teaching. In the Technology Integration Matrix (TIM) (see
Appendix B), this use is “Active” at the “Adoption” level meaning that the technology is
used in conventional, procedural ways.
Respondent 10 offered that “I believe that Technology should be a tool used as a
platform to impart information about content.” This response, with a capitalised
Technology, refers to “a platform to impart information” which places the learner (and the
learning) in a passive relationship with the technology rather than the direction from the aims
of the ICT Capability (contextualised in Economics and Business) to access and use digital
technologies as an investigative and creative tool. It is more in line with the Augmentation
stage of the SAMR model (Puentedura, 2006) where the technology again directly replaces a
conventional tool although some level of improvement is present. If mapped to the TIM, it
would be “Constructive” at the “Entry” level in which information is passively received as
indicated by the use of the word “impart.”
The negative cases offered in response to Item 3 collectively ignored the more
expansive aspects of the curriculum definition of the role of the ICT General Capability. For
example, and as noted in Section 3.3.1, it refers to students “adapting to new ways of doing
things as technologies evolve” (ACARA, n.d.-c, para. 1) and “transform[ing] the ways that
… [they] think and learn and give them greater control over how, where and when they
learn” (ACARA, n.d.-g, para. 1).
Chapter 6: Findings - Survey 111
6.3.3 Engagement
Six responses to Item 3 (18.18%) explicitly referred to student engagement. One made a
simple statement such as “it creates a platform for engaging the students” [Respondent 7]
while another applied engagement to the learning experiences made possible through the use
of digital technologies [Respondent 15]. Others implied that digital technologies were
inherently engaging for their students and related to contemporary use of and interest in
technology, for example:
Students love to engage with digital devices and are inspired to learn well in a
competitive environment. ICT's have the capability to provide that stimulating
environment. [Respondent 14]
These students prefer using technology. [Respondent 2]
Using technology engages students of today. [Respondent 1]
The single response identified as a negative case referred to boredom, that is, the
opposite of engagement. Respondent 5 offered that “there is some merit in the program, but
generally the students got a little bored with it” (see Section 6.9.1). This statement also limits
the idea of “engagement” to being entertained or interested (antonym of boredom) rather
than cognitive engagement with the content or processes of the discipline area. It also
ignores the notion of social engagement implicit in the collaborative aspects of the
simulation.
6.3.4 Support
The one response coded as a “support” warrants attention as a negative case. Respondent 9
offered that: It [ICT] is a supporting or ancillary role that can be effectively employed by the
teacher in the classroom. The qualifying words “supporting” and “ancillary” imply an
additional role for ICT rather than its being “critical to the support of the learning
environment” (Integration stage). It is best mapped against the LoTi (Levels of Technology
Integration) model (see Section 4.4) at the Awareness (Level 1) where technology is
interpreted as a set of tools to achieve given outcomes.
6.3.5 Summary of responses to Item 3
Item 3 asked survey respondents what they believed the role of ICT (Information and
Communication Technology) in the teaching of Economics and Business. The responses
were expected to align to curriculum descriptions (see Section 3.3.2). What was offered
instead was generic and related to broader adoption of digital technologies in teaching and
learning.
112 Chapter 6: Findings - Survey
The themes which emerged through the analysis of Item 3 were: Authenticity;
Redefinition; Engagement; and Support. Negative cases (n=7, 20%) were reported in each of
the themes. Figure 6.1 begins a mapping of the themes which emerged from those survey
items which cumulatively represent the affordances of digital technology in teaching and
learning, namely, Items 3, 4 and 7.
Figure 6.1. Themes from Item 3.
This mapping continues into Figure 6.2 (Item 4) and Figure 6.3 (Item 7). The completed map
is shown in Figure 6.5.
6.4 Online Survey: Item 4
Item 4 of the online survey: “What do you see as the main purpose of the PierSim Business
Island Simulation?” was designed to inform Research Question 4 (Sections 1.2, 5.1). The
survey respondents indicated that the main purposes were: immersive, engaging, interactive,
collaborative, authentic, experiential, consolidating, and curricular.
6.4.1 Immersive
Immersive, here meaning enabling students to participate fully in the virtual world’s business
trading environment, was indicated by the comment: “A comprehensive and exciting
program that immerses students into a real-life context of the business world” [Respondent
1]. This was also supported by the comment:
I consider PierSim to fit the purpose of a practical way to reinforce and consolidate
the concepts of entrepreneurship, marketing, some understanding of finance and
production, in a simulated environment where risk is minimal. [Respondent 4]
Chapter 6: Findings - Survey 113
Seven participants (Respondents 1, 4, 5, 7, 11, 13 and 14) made explicit reference to
immersive/ immersion in their responses which indicates teachers’ awareness of the potential
implications of incorporating immersive educational simulations in order to teach Economics
and Business concepts and principles.
6.4.2 Engaging
Engaging, here meaning allowing the students to become fully involved in the learning of
the curriculum, was indicated by the comment:
… to provide students the opportunity to run a business in an easily accessible
format. They can take on several key business roles and develop in- and out-worlds
resources that drive their interest. [Respondent 14]
Five (Respondents 1, 3, 8, 14 and 15) made reference to engaging in their responses
which indicates teachers’ belief in providing a participative learning environment which
encourages students to be actively involved in the key business decision-making and
strategic planning of their businesses. This reflects the finding from Item 3 where
engagement was noted as a role of ICT in the teaching of Economics and Business in six
responses (17.14%).
6.4.3 Interactive
Interactive, here meaning students experience how their business decisions are directly
influencing the virtual trading environment, was indicated by the comment:
It [PierSim Business Island Simulation] provides an interactive platform that allows
the student to engage in a participative forum in which they are encouraged by the
nature of the competition, to implement and assess the merits of key business
decisions and strategies. [Respondent 8]
This was also supported by the comment: “to allow the students to practise business related
interactions in a virtual/real-life context which will prepare them for the real-world”
[Respondent 11].
Eight participants (Respondents 1, 2, 7, 8, 9, 11, 13 and 14) made reference to
interactive in their responses which indicates teachers’ pursuit of exploring ICTs to support
students experiencing learning experiences which practically demonstrate the implications of
students’ business decision-making.
6.4.4 Collaborative
Collaborative, here meaning the capacity for students to work together to solve common
problems. Two participants (Respondents 3 and 8) made specific reference to collaboration
in their responses which indicates teachers’ belief of facilitating team interaction and
114 Chapter 6: Findings - Survey
encouraging the development of interpersonal skills necessary for interacting in Economics
and Business environments.
6.4.5 Authentic
Authentic, here meaning a representation of what happens in the real-world of business, was
indicated by the comment: “It gives students the opportunity to experience a number of roles
in business such as CEO, CFO, COO and CMO” [Respondent 2]. The participants’ belief in
learning activities as being authentic was also evident in their responses to Item 3 (see
Section 6.3.1). Twelve participants made specific reference to authenticity in their responses which
indicates teachers’ belief of pursuing learning experiences that provide a real-world element
to teaching Economics and Business concepts and practices.
6.4.6 Experiential
Experiential, here meaning allowing the students the opportunity to experience running their
own business, was indicated by the comment:
To provide as real an environment as possible that is simulated and controlled by
the teacher to provide students the opportunity to run a business in an easily
accessible format. [Respondent 14] This was also supported by the comment: “The program when integrated with clear
aims and goals will provide students with very good information and grounding for
conducting a business” [Respondent 6].
To enhance its experiential affordances, the PierSim Business Island Simulation
gives the teacher control over the business environment by modifying the economic
conditions such as market crashes, increasing interest rates, instigating a recession,
introducing a world epidemic with a following effect on the economy.
Five participants (Respondents 6, 9, 10, 13 and 14) made reference to experiential in
their responses which indicates teachers’ belief of providing learning environment which
enables students to genuinely experience establishing and operating a business.
6.4.7 Consolidating
Consolidating, here meaning a traditional teaching process of repetition to achieve
understanding, was indicated by the comment:
It can be used in class over and over to emphasise key points or areas (e.g.
marketing, finance, management) and should be utilised in addition to content
resources to help explain the processes. [Respondent 10]
Chapter 6: Findings - Survey 115
Four participants (Respondents 4, 9, 10 and 11) made specific reference to
consolidation in their responses which indicates teachers’ belief of providing learning
experiences where students can practise business-related interactions to consolidate the
students’ understanding of the Economics and Business concepts.
6.4.8 Curricular
Curricular, here referring specifically to the Australian Curriculum: Economics and
Business. This was evidenced by the statement that:
PierSim Business Island Simulation provides an opportunity to create a significant
learning experience, to develop skills relating to the economy, and relating to business
and management principles as the user operates a business in the “virtual world.”
[Respondent 7].
6.4.9 Summary of Item 4
Item 4 of asked survey respondents what they believed to be the main purpose of the PierSim
Business Island Simulation. The main purposes which emerged from the data are:
immersive, engaging, interactive, collaborative, authentic, experiential, consolidating, and
curricular. These are represented in Figure 6.2 adding to themes previously identified in the
analysis of Item 3.
Figure 6.2. Themes from Items 3 and 4.
6.5 Online Survey: Item 5
Item 5 of the online survey: “3-D immersive simulations such as the PierSim Business Island
Simulation have been described as disruptive. Do you agree with this statement? Please
116 Chapter 6: Findings - Survey
offer a reason for your answer.” sought to explore whether and how the PierSim Business
Simulation might/can disrupt the traditional practices of teaching and learning (Conole,
2013; Conole et al., 2008; Godwin-Jones, 2005; Psotka, 2013) within the Economics and
Business curriculum area. Disruptive technologies, as understood in this study (see Section
4.2.2), frequently displace established practices or make them obsolete (Bower &
Christensen, 1995; Christensen, 1997; Kilkkia et al., 2018). As noted previously, they are
characterised by: radical novelty, relatively fast growth, coherence, prominent impact,
uncertainty and ambiguity (Li, Porter & Suominen, 2017). The findings from this item
informed the response to Research Question 2 (see Section 8.2).
Respondents 1, 4, 13, 14 and 15 (n=5, 33.33%) agreed that the PierSim Business
Island Simulation can be described as “disruptive.” Respondent 13 offered the following as a
reason for agreement:
Agreed —in that disruptive technologies are those that change the way that learning
occurs. Evidence suggests that students who experience a 3-D immersive simulation
as a learning tool are more highly engaged with learning than traditional pedagogy.
Hence, it is likely that PierSim Business Island Simulation is the tip of the iceberg
for a new set of 21st century teaching approaches. It is disruptive as it represents a
break from traditional modes of delivery of information and skills [Respondent 13].
Another, Respondent 14, offered that:
PierSim can disrupt traditional methods of teaching business, where the teacher is
the source of all information and can lead students through strategic management.
This environment turns learning around, where students can teach their teachers
how to respond to business challenges. … it is an exciting and enjoyable process
where the students reflect heavily on what they did and what they could do better.
Within these two passages are useful descriptors of how the simulation “disrupts”
teaching and learning. In the first, Respondent 13 suggests that it “represents a break from
traditional modes of delivery of information and skills” while, in the second, Respondent 14
offers that it disrupts the role of the teacher as “the source of all information and can lead
students through strategic management.” These responses inform the findings in regard to
Research Question 2. They also indicate significant changes in the citing respondents’ beliefs
about the use of technology in teaching and learning and positions them on the Teacher
Professional ICT Attributes Framework (Newhouse et al., 2002, p. 8) above the “Critical Use
Border,” that is, at the Integration or Transformation levels (see Section 4.4, Figures 4.4,
4.5).
The remaining 10 participants (66.66%), that is, the majority misunderstood the
concept of “disruptive.” Their responses indicated that they believed “disruptive” to be
Chapter 6: Findings - Survey 117
negative related to a disruption of classroom routine or off-task behaviour with two specific
references to noise (Respondents 1, 2).
Disruption in these responses was typically interpreted as being the product of
technical difficulties. For example, Respondent 5 disagreed by defensively offering that: “I
have not found this the case. The only time it is disruptive, is when we have technical
difficulties and cannot continue with the lesson plan” [Respondent 5]. Respondent 9 also
alluded to the notion of disruption caused by technical difficulties by stating that:
I wouldn’t say “disruptive” but it has caused delay and frustration in the classroom
when the technology does not work or the functions are not fully activated. It can be
a good tool! But it is a tool that needs to be used appropriately in the correct
context.
Respondent 8 also seemed to miss the pedagogical goals of the simulation by
referring to it as a “game”:
I don’t necessarily agree that it is “disruptive.” In my experience, the students very
quickly master the technical aspects required to participate in the game and should
therefore be able to use their ICT skills to explore the essential business components
inherent in the scenarios. If used correctly it should complement the teaching and
learning environment and not disrupt from the core agenda.
Here Respondent 8 has inadvertently revealed a focus on technical or operating skills
referring to students be able “to use their ICT skills.” The comment also referred to the
simulation as a “complement” to teaching and learning. This is comparable to Respondent
5’s description of the role of ICT as “supporting” and “ancillary” (Item 3, Section 6.3.4). The
negative cases in the responses to Item 5 collectively indicate a position on the Teacher
Professional ICT Attributes Framework (Newhouse et al., 2002, p. 8) below the “Critical
Use Border.”
Further, were references in the Item 5 responses to “correct” and “appropriate” use.
These were offered as cautionary remarks and may indicate a lack of conviction or belief in
the pedagogical goal of the simulation. The game-like 3-D environment of the simulation
appears to raise concerns about the value of the learning or the focus on curriculum content.
The responses to this item indicate another kind of disruption, that is, to the respondents as
teachers used to a non-technological learning environment or one in which they taught with
(rather than within) and about (rather than through) the technology.
6.6 Online Survey: Item 6
Item 6 of the online survey asked participants to provide their opinion on seven statements
(6a-6g) using the 5-point Likert scale, with 1 being “strongly disagree” (SD) and 5 being
118 Chapter 6: Findings - Survey
“strongly agree” (SA) (see Appendix D (Tables D1 and D2) for a reporting of participant
responses). The statements are:
(a) I am comfortable with the technical aspects of the PierSim Business Island Simulation.
(b) I am comfortable in navigating through 3-D virtual spaces.
(c) I am able to explain Economics and Business concepts and map these to the PierSim
Business Island Simulation.
(d) I enjoy teaching Economics and Business through the PierSim Business Island
Simulation.
(e) I am aware of ICT as a General Capability and its organising elements within the
Australian Curriculum for Economics and Business.
(f) I think that teaching with the PierSim Business Island Simulation represents a more
efficient way of teaching Economics and Business.
(g) I am concerned with the workload implications of teaching with the PierSim Business
Island Simulation.
This item sought feedback on a wide range of aspects relating to practice. In this, it
was intended to inform the responses to all research questions. Tables detailing all responses
to Item 6 can be found in Appendix D. The following addresses the responses by statements
(6a-6g) or groups of statements.
The first two statements (6a and 6b) were concerned with the technical aspects of
operating the simulation. They relate specifically to the Technological Knowledge (TK) of
the TPACK Framework (Chai et al.; Koehler & Mishra, 2008; Mishra & Koehler, 2006).
The responses to Statements (a) and (b) are presented in Table 6.4.
Chapter 6: Findings - Survey 119
Table 6.4
Participant responses to Items 6a and 6b
Strongly
Disagree
Disagree
Neutral Agree Strongly
Agree
SD D N A SA
n (%) n (%) n (%) n (%) n (%)
(a) I am comfortable
with the technical
aspects of the
PierSim Business
Island
Simulation.
-
2
(13.33%)
1
(6.67%)
10
(66.67%)
2
(13.33%)
(b) I am comfortable
in navigating
through 3-D
virtual spaces.
-
1
(6.67%)
-
12
(80.00%)
2
(13.33%)
Two respondents (Respondents 3 and 15) indicated a high level of comfort (Strongly
Agree) in the “technical aspects of the PierSim Business Island Simulation” (6a). Another
two respondents (Respondents 4 and 6) similarly indicated a high level of comfort in
“navigating through 3-D virtual spaces” (6b). There were no instances of a respondent
recording strong agreement with both Statement 6a and 6b.
The majority of responses indicated “comfort” (Agree) with Statement 6a (n=10,
66.67%) and Statement 6b (n=12, 80%). However, despite involvement in the pilot with its
additional training and support, two respondents (Respondents 5 and 7) indicated a lack of
“comfort” with the technical aspects of the simulation. Respondent 5 also disagreed with
being “comfortable” in navigating through 3-D virtual spaces while, perhaps surprisingly,
Respondent 7 agreed with this statement. These responses inform Research Question 2 in
that a lack of technical knowledge might represent a challenge or disruption to teachers
adopting immersive educational simulations and Research Question 4 in a discussion of the
teacher adoption of digital technology. Of particular interest, is Respondent 5 who uniquely
“disagreed” with both statements relating to “comfort” in Technological Knowledge.
120 Chapter 6: Findings - Survey
The third statement (6c) was concerned with Technological Content Knowledge
(TCK) and Technological Pedagogical Knowledge (TPK). The majority agreed (n=12, 80%)
or strongly agreed (n=2, 13.33%) with the statement. Only one respondent disagreed with the
statement (Respondent 5). The overall response to this statement was similar to that offered
for the previous statements indicating a connection between these knowledges and
suggesting that technical knowledge, or confidence in one’s knowledge, is a necessary
condition for the application of technology to pedagogy.
The fourth statement (6d) asked about the respondent’s enjoyment in teaching
through the PierSim Business Island Simulation. “Enjoyment” is here seen as a simple
measure of the respondent’s acceptance of the introduction of the disruptive technology into
their teaching practice and, more broadly, of the use of digital technologies in the teaching of
their shared discipline area. The outcomes here showed a wider spread of responses than for
Items 6a, 6b and 6c. More respondents (n=5, 33.33%) indicated strong agreement for this
item than for the previous items but fewer (n=6, 40%) indicated agreement. Of further
interest is that more respondents indicated a neutral position (n=2, 13.33%) or disagreed
(n=2, 13.33%) than for the previous items. Those who disagreed were Respondents 5 and 7,
both of whom had indicated a lack of comfort/confidence with the simulation (Statement 6a).
The fifth statement (6e) was concerned with respondent’s knowledge of ICT as a
General Capability within the Australian Curriculum for Economics and Business. This
aligns with the TPACK Framework particularly “Pedagogical” (PK) and “Content”
Knowledge (CK). All respondents indicated their awareness with seven indicating agreement
(46.67%) and eight indicating strong agreement (53.33%). This was a measure of the
curricular demands included in the Conceptual Framework for this study (see Section 1.3,
Figure 1.1).
The sixth statement (6f) asked if the respondents believed that the simulation
represented “a more efficient way of teaching Economics and Business.” Efficiency here
means effective in time taken to explain and understand particular concepts, and to provide
concise explanations and convincing examples of a concept (Maddux & Johnson, 2005). Ten
respondents (66.66%) indicated agreement with the statement with only one (Respondent 6)
indicating a strong agreement. Three were neutral (Respondents 7, 10 and 13) while two
(Respondents 5 and 10) indicated disagreement. Respondent 10 had also been “neutral” in
response to the enjoyment of teaching through the simulation (Statement 6d).
The seventh and final statement (6g) explored the participants’ more practical
concerns for how technology impacts on their teaching practice, namely workload issues
(Butler & Sellbom, 2002). The majority (n=7, 46.67%) offered a neutral response and no one
Chapter 6: Findings - Survey 121
either strongly agreed or strongly disagreed with the statement. An equal number (n=4,
26.67%) indicated that they agreed or disagreed with the statement. There was greater
disagreement or indecision about this statement than any of the others.
Overall, the responses to the statements in Item 6 indicate some reservation in the
adoption of the technology into the teaching of Economics and Business. While there was
agreement in the majority of items, “strong agreement” was rare and most items were met
with some neutral responses and some disagreement. Based on the responses to this item,
three respondents were chosen as the subjects of more detailed profiles (Section 6.9.1).
These act as a summary to the survey findings and will inform the responses to the research
questions, particularly Research Question 4 (see Section 8.4).
6.7 Online Survey: Item 7
Item 7 was drawn from Attewell’s (2004) study in which teachers were asked to reflect on
their beliefs towards the effectiveness of ICT in enhancing the learning outcomes. The
participants in this study were asked to comment on these findings in the context of the
PierSim Business Island Simulation. They were also asked to provide a brief explanation or
an example to further clarify their choice. All but one respondent offered an explanation. The
item had a similar intent to Items 3 and 4 which respectively asked about the potential roles
and purposes of teaching within and through the PierSim Business Island simulation. This
survey item was intended to inform the response to Research Questions 1 and 3 (see Sections
8.1 and 8.3).
The statements were: (i) improve students’ literacy and numeracy; (ii) allow students
to recognise their own strengths and weaknesses during the learning process; (iii) participate
in both independent and collaborative learning activities; and (iv) enable students to remain
focussed for longer periods of time (Attewell, 2004). Respondents could select any, some, all
or none of the prescribed statements. The majority of respondents chose one statement (n=5,
33.33%) with four choosing two (26.67%), two choosing three (13.33%) and a further four
choosing all four statements (26.67%). Table 6.5 presents a tally of the responses. The
following text draws on the accompanying explanations offered by participants.
122 Chapter 6: Findings - Survey
Table 6.5
Summary of participants’ beliefs as to which of the following is an outcome of the PierSim
Business Island Simulation
Item Outcome Participants
n (%)
(i) improve students’ literacy and numeracy 4 (26.67%)
(ii) allow students to recognise their own strengths and
weaknesses
9 (60.00%)
(iii) participate in both independent and collaborative learning
activities
14 (93.33%)
(iv) enable students to remain focussed for longer periods of
time
8 (53.33%)
Almost all participants (n=14, 93.33%) selected “participate in both independent and
collaborative learning activities” as a benefit of the PierSim Business Island Simulation. This
was not surprising as many participants have referred to collaboration as one of the
program’s strengths (see responses from Survey Item 4). Respondent 14 explained the
selection as follows:
The strongest advantage of PierSim is its ability to allow both independent and
collaborative learning to occur. However, best results are obtained with there is
facilitation through external activities both before and after the interactive event.
Students are naturally more engaged with ICTs. Small groups allow the ability of
brainstorming of ideas, concepts, etc., and provides a safety net for students who
recognise the weaknesses in their own learning. Problems can occur when the roles
are not designated effectively or evenly, but this problem can occur in any group-
based learning activity [Respondent 4].
Nine respondents (60%) also believed that the PierSim Business Island Simulation
“allowed students to recognise their own strengths and weaknesses.” This was reinforced by
the comment: “the system provides students with the ability to work to their strengths as
members of a group and business. It encourages them to interact with the entire class and
provide opportunities to develop business and marketing plans” [Respondent 6]. Respondent
13 reflected that “students can see the consequences of their decision making and reflect on
how they could have improved their decision-making processes.”
Chapter 6: Findings - Survey 123
Eight participants (53.33%) supported the idea that the PierSim simulation “enables
students to remain focussed for longer periods of time.” This is evidenced by the comment
that: “students want to engage with each other in this environment, so it is hard to get them
to move on to new activities - they want more time in this environment” [Respondent 13].
Respondent 9 also stated that “as it is in groups and not the normal classroom teaching
environment, the students do seem to remain generally more focussed and will engage in the
activity for longer periods than if it was another individual paper-based task.” Of interest is
Respondent 14’s additional statement that: “students learn skills from each other and advise
each other on the best approach for the next round which provides independent and
collaborative learning opportunities. They are focussed and engaged for the duration of a
round which is much longer than reading a document and completing a worksheet on it.”
This statement combines beliefs in the value of collaboration and engagement.
Only four participants (26.67%) indicated that they believed the PierSim Business
Island Simulation “improved students’ literacy and numeracy.” This was illustrated by the
statement that: “by the very nature of the program and the self-direction that is required for it
to work, students must engage their literacy and numeracy skills. When they are engaged
with these skills, they improve” [Respondent 14].
As noted, 14 of the 15 survey respondents offered additional statements in response
to Item 7 also reveal the perceived affordances of teaching within and through PierSim
Business Island simulation. These were expanded to 25 discrete statements, some of which
have been cited thus far in this section. When coded, seven themes emerged. These, in
descending order, were: collaborative (n=9, 36%); engaging (n=6, 24%); experiential (n=4,
16%); constructive (n=2, 8%); reflective (n=2, 8%); intentional (n=1, 4%); and, interactive
(n=1, 4%). The following offers a description of these responses.
6.7.1 Collaborative
The majority of the statements offered in support of Item 7 were categorised as
“collaborative” (n=9, 36%). This reflected the parallel majority of participants’ selecting
“participate in both independent and collaborative learning activities” as the statement most
in keeping with their belief of the outcomes and benefits of using PierSim Business Island
(see Table 6.5). In addition to the previously cited statement from Respondent 4, other
“collaborative” statements of note are:
The design of PierSim allows students to collaboratively work in their assigned
groups in order to achieve the desired outcomes. [Respondent 15]
Working through a simulated environment and the necessity to work collaboratively
in a competitive arena. [Respondent 8]
124 Chapter 6: Findings - Survey
PierSim is a platform that students can approach independently and collaboratively
as they navigate their “in world” and “out world” lives. [Respondent 7]
The potential for collaboration is an affordance of teaching within and through
digital technology. The “collaborative” statements offered in response to Item 7 are complex
in their encompassing some of the characteristics of meaningful learning (Jonassen, 1990;
Jonassen et al., 2003) (Section 1.6.2). For example, the first statement cited in this section,
from Respondent 15, adds an “intentional” characteristic in its reference to “assigned
groups” and “desired outcomes.” The second statement, from Respondent 8, adds the
characteristic of “authenticity” through its reference to Economics and Business as a
“competitive” endeavour. The third statement, from Respondent 7, makes reference to “in”
and “out” worlds of the PierSim Business Island simulation (see Chapter 2) which makes a
connection to the “immersive” nature of the simulation.
6.7.2 Engaging
The second most commonly noted characteristic was “engaging” (n=6, 24%). This was also
noted in the responses to Items 3 and 4. Respondent 4 suggested that “students are naturally
more engaged with ICTs.” This is the similar to the statements offered in response to Item 3
which implied that students enjoyed using technologies in their learning.
Two other aspects of engagement were noted in the responses to Item 7. The first
relates to the length or sustaining of engagement beyond initial novelty. In this, Respondent
14 offered that:
They [the students] are focused and engaged for the duration of a round which is
much longer than reading a document and completing a worksheet on it
[Respondent 14].
This is aligned to the finding that over half of the respondents (n=8, 53.53%) agreed to the
statement “enable students to remain focussed for longer periods of time” (Table 6.5).
The second relates to the potential for engagement beyond the classroom. The
‘anytime anywhere’ access is an affordance of online learning which was rarely mentioned
by respondents in the survey. Respondent 13 has aligned this affordance to engagement by
offering that:
Being an online environment allows students to engage with the material beyond the
classroom contact time and meet online with their class students [Respondent 13].
Chapter 6: Findings - Survey 125
6.7.3 Experiential
Experiential learning was noted in the analysis of responses to Item 4 (see Section 6.4). Four
“experiential” statements (16%) were noted in the responses to Item 7. For example,
Respondent 2 offered that:
PierSim is a dynamic learning environment that employs the latest technologies to
activate students’ higher order thinking skills thus improving their ability to apply
learnt theory to real-world practice.
6.7.4 Constructive
Constructive learning is here understood to be “where students connect new experiences and
observations with prior knowledge and understanding” (Harmes et al., 2016). For example,
Respondent 12 offered that:
These are skills that should be transferrable across different areas of, not only the
business world, but in everyday life.
This is deemed to be constructive because of its inherent building of knowledge and
understanding between differing contexts.
6.7.5 Reflective
The responses to Item 7, unlike other survey items, noted references to reflection (n=2, 8%).
It introduces another affordance of using the simulation in teaching and learning.
Respondents offered the following:
[the simulation] often provides students new insights into their own capabilities and
shortcomings. The strongest student academically does not necessarily perform as
strongly in these situations etc. [Respondent 8]
During the dynamic process that is involved when participating in a round of the
program, strengths and weaknesses in the students are soon exposed. It provides a
fantastic opportunity to learn, reflect and plan to do better in the future [Respondent
14].
6.7.6 Other characteristics
The responses to Item 7 also indicated intentional (n=1, 4%) and interactive (n=1, 4%)
characteristics. Both were noted in responses to Items 3 and 4. Examples are:
I believe it will support numeracy more than literacy. [Respondent 10, intentional]
Students are required to think for themselves and interact with other students to manage
the activities. [Respondent 11, interactive]
126 Chapter 6: Findings - Survey
6.7.7 Summary of Item 7
Item 7 asked survey respondents to reflect on their beliefs towards the effectiveness of ICT
in enhancing the learning outcomes. There were two data sets from this item. The first was a
simple measure of responses to published outcomes for the use of digital technologies in
teaching and learning (based on Attewell, 2004). The second was the analysis of elicited text,
offered as open comments by the participants. This analysis identified seven characteristics
of learning.
Figure 6.3. Themes from Items 3, 4 and 7.
There are clear overlaps with the characteristics which emerged from Item 7 and
those which have emerged from the previous analysis of Items 3 and 4 (Sections 6.3 and 6.4
respectively). Their reappearance in response to Item 7 is corroboration of teachers’
commitment to them as core beliefs about teaching within and through digital technology,
particularly in the use of immersive educational simulations. This is revisited in Section
6.9.3 and in the response to Research Question 3 (see Section 8.3).
6.8 Online Survey: Item 8
Item 8 of the online survey enabled respondents to select the statement from a list which best
resonated with their belief of the potential impact of the PierSim Business Island simulation
on the teaching and learning of Economics and Business. The statements were:
(i) I believe that the PierSim Business Island Simulation should not replace traditional
teaching practice;
Chapter 6: Findings - Survey 127
(ii) I believe that the PierSim Business Island Simulation is worth investigating to explore
alternative teaching practice;
(iii) I believe that the PierSim Business Island Simulation effectively integrates ICT into
the existing curriculum; and
(iv) I believe that the PierSim Business Island Simulation transforms teaching and
learning practice.
Respondents could select only one of the prescribed statements. Item 8 provided
initial insight as to whether the participants believed that the simulation: replaced, changed,
integrated, enhanced or transformed teaching practice (Peeraer & Van Petegem, 2012;
Scardamalia & Bereiter, 2003). The response to this item could also be mapped to the levels
of the “Teacher Professional ICT Attributes Framework” (Newhouse et al., 2002). The
participants were asked to comment on these findings in the context of the PierSim Business
Island Simulation (see Table 6.6).
Table 6.6
Summary of respondents’ selection of belief statements
Item Statement Participants
n (%)
Respondent(s)
R#
(i) the PierSim Business Island
Simulation should not replace
traditional teaching practice
1
(6.67%)
R7
(ii) the PierSim Business Island
Simulation is worth
investigating to explore
alternative teaching practice
2
(13.33%)
R5, R9
(iii)
the PierSim Business Island
Simulation effectively
integrates ICT into the existing
curriculum
5
(33.33%)
R4, R8, R10, R11, R12
(iv) the PierSim Business Island
Simulation transforms teaching
and learning practice
7
(46.67%)
R1, R2, R3, R6, R13, R14,
R15
128 Chapter 6: Findings - Survey
Incorporating the PierSim Business Island Simulation into their teaching of
Economics and Business, has revealed that a majority of teachers (n=12) believed that they
have “stepped over” the “critical use border” and are using technologies to either integrate or
transform their teaching and learning practice (Newhouse et al., 2002, p. 8). These
participants have reflected that implementing this immersive educational simulation has
either: (1) become critical to the support of the learning environment and the opportunity for
students to achieve learning outcomes through the learning experiences provided; or (2) are
able to take on leadership roles (formal or informal) in the use of ICT and be
knowledgeable/reflective on its integration by themselves and others (Newhouse et al., 2002,
p. 8).
Just under half of the respondents (n=7, 46.67%) selected the statement relating to
transformation. This is corroborated by the responses to Item 5 regarding the “disruption” of
the PierSim Business Island simulation.
It is worth noting, however, that those teachers who selected either: (a) “the PierSim
Business Island Simulation should not replace traditional teaching practice”; or (b) “the
PierSim Business Island Simulation is worth investigating to explore alternative teaching
practice” were using the program for the first or second time and this could explain that these
teachers were not as confident with the program or had not been exposed to the program’s
full capabilities.
6.9 Summary of Survey Findings
As noted in Section 5.3.1, the survey had three purposes. These may be summarised as:
1. establishing a profile of the sample (see Section 6.9.1);
2. comparing reported perceptions with findings from the literature (see Section 6.9.2); and,
3. identifying the perceptions of benefits of using digital technologies in the classroom (see
Section 6.9.3).
6.9.1 Sample profiles
The details of the sample, namely, teaching experience and experience with the PierSim
Business Island simulation have been presented in detail in Sections 6.1 and 6.2. A richer
understanding of the sample, however, was gained by focussing on selected individuals.
Respondents 3, 5 and 10 offered quite distinct profiles of practice. They were identified
through their respective responses to Item 6 (see Table 6.7).
Chapter 6: Findings - Survey 129
Table 6.7
Responses to Item 6 (Respondents 3, 5 and 7)
R# 6a 6b 6c 6d 6e 6f 6g
3 5 – SA 4 – A 5 – SA 5 – SA 4 – A 4 – A 2 – D
5 2 – D 2 – D 2 – D 2 – D 5 – SA 2 – D 4 – A
10 4 – A 4 – A 4 – A 3 – N 4 – A 3 – N 3 – N
Respondent 3
Respondent 3 had been teaching for five years and had less than one year’s experience with
the PierSim Business Island simulation (see Table 5.1, Section 5.2.3). Despite this relative
lack of experience, Respondent 3 registered the most positive of responses to Item 6 offering
strong agreement with three items in Item 6 (6a, 6c and 6d), agreement with a further three
items (6b, 6e and 6f) and disagreement with Statement 6g which indicates that teaching
within and through PierSim does not increase workload (Section 6.6).
Respondent 3’s response to Item 3 offered that: in the specific case of PierSim, I
believe that is an essential way to link business theory with the real-world. By describing
this role as “essential” and making an explicit link to authenticity, Respondent 3 has
demonstrated the “Integration” stage of Newhouse et al.’s (2002) Teacher Professional ICT
Attributes Framework. This stage, as noted in Section 4.4, is where the technology is critical
to the learning experiences.
Respondent 3’s written responses were complex and showed multiple aspects of
student learning. For example, Respondent 3’s response to Item 4 was:
To extend the knowledge learned in the classroom - allows for students to respond to
situations which they may not have had experience with (e.g., disaster recovery).
Can facilitate team interaction / increase interpersonal skills. Allows students of all
abilities an opportunity to engage with the curriculum. In the specific case of
PierSim, I believe that is an essential way to link business theory with the real-
world.
In a similar vein, Respondent 3’s response to Item 4 was:
To extend the knowledge learned in the classroom - allows for students to respond to
situations which they may not have had experience with (e.g., disaster recovery).
Can facilitate team interaction / increase interpersonal skills. Allows students of all
abilities an opportunity to engage with the curriculum.
The Item 4 statement offered three “purposes” of the PierSim Business Island
Simulation. These are: engaging (through explicit reference to students engaging with the
130 Chapter 6: Findings - Survey
curriculum); collaborative (through the reference to team interaction); and experiential
(through reference to students responding to unfamiliar scenarios).
Respondent 3 did not agree that the PierSim simulation was disruptive (Item 5,
Section 6.5). This was supported by the comment, although it indicated a misinterpretation
of disruption, that: “No. When integrated well by the teachers I believe they are not
disruptive, they are engaging and practical.”
In response to Item 7, Respondent 3 selected two of the listed benefits. These were
consistent with beliefs expressed throughout the survey. Those selected were:
allow students to recognise their own strengths and weaknesses during the learning
process
participate in both independent and collaborative learning activities
Finally, in response to Item 8, Respondent 3 selected the most positive responses,
that is, the belief that the PierSim Business Island Simulation transforms teaching and
learning practice. Respondent 3’s beliefs and observations of students’ engagement,
interaction would position him/her at the higher levels of the teacher adoption models
presented in the literature (see Figure 4.5).
Respondent 5
Respondent 5 had the greatest teaching experience Economics and Business of all
participants, namely 35 years. Despite this, Respondent 5 had been working with PierSim
Business Island Simulation for less than two years, meaning that 33 years of his/her teaching
career had made use of traditional classroom methods.
Respondent 5 registered the most consistently negative of responses offering
disagreement with five of the seven items for Item 6 (6a, 6b, 6c, 6d. 6f) (see Table 6.7).
Despite this, a strong agreement registered in 6e indicated a high level of knowledge of the
Australian Curriculum. Respondent 5 agreed with Statement 6g indicating concern with the
workload implications of teaching with the PierSim Business Island Simulation. Respondent
5’s previously cited response to Item 3 was similarly negative:
There is some merit in the program, but generally the students got a little bored with
it and found it difficult to bring the context back to real-world.
This statement was referred to in Section 6.3.3 as a negative case because of its
negation of the engagement and authenticity noted by the majority of other participants. It
suggested a very different classroom atmosphere and learning environment to others.
Respondent 5’s response to Item 4 made reserved reference to an authentic purpose
for teaching within and through the simulation: A tool to give the students real life
experience in a pretend and safe environment. The contradiction between “real life” and
“pretend” indicates a lack of conviction (“buy-in”) to the adoption of the technology.
Chapter 6: Findings - Survey 131
When seen together, Respondent 5’s comments cast the simulation as a superficial
activity removed from student learning. Despite this, the response offered in response to Item
7 referred to collaboration, namely, “students must work together to achieve outcomes and
further adopt roles where they can work in teams” while the response to Item 8 was that the
PierSim Business Island Simulation is worth investigating to explore alternative teaching
practice.
Respondent 5’s statements were, as noted by comparison with those offered by
Respondent 3, shorter in length, more conversational in tone, and less complex (in offering
single rather than multiple observations). It is beyond the scope of this study to investigate if
age or length of teaching experience might have influenced either’s beliefs and attitudes, but
they represent a difference between Respondents 3 and 5. It would be difficult to place
Respondent 5 on any of the adoption models presented in the literature review (Section 4.4,
Figure 4.5) because it is unlikely that adoption of the simulation (or other technologies)
would have been by choice or conscious decision to change teaching practice. Respondent
5’s involvement is most likely at the behest of the employing school where the decision has
been made and Respondent 5’s task becomes to resolve the use of the technology into
existing beliefs and practices.
Respondent 10
Respondent 10 had been teaching for 9 years and had less than one year’s experience with
PierSim Business Island simulation. Respondent 10 was the most cautious or non-committal
of all respondents. Neutral responses were offered to the three statements in Item 6 (6d, 6f
and 6g) which were concerned with affective responses, namely, enjoyment, efficiency and
workload concerns. The remainder of statements (6a, 6b, 6c, and 6e) were “agreed”
indicating technical competence and curriculum knowledge. Respondent 10’s response to
Item 3 covered a wide range of aspects:
I believe that Technology should be a tool used as a platform to impart information
about content but also as an interactive teaching method to replace real-world
experiences if real-world experiences are not possible, or as a practice for real-
world experiences. I believe students are increasingly looking for blended learning
where they access information to assist their learning at all times, and technology
provides a way to do this.
Respondent 10’s response to Item 4 was:
The PierSim Island is a way to utilise real life scenarios where it may not be
possible to do so. I feel it is best used as an additional tool to explore business in
real life whether through research or industry visits. It can be used in class over and
132 Chapter 6: Findings - Survey
over to emphasise key points or areas (e.g. marketing, finance, management) and
should be utilised in addition to content resources to help explain the processes.
This response showed an understanding of authentic learning and the affordance of the
simulation to allow approach curriculum content through “real life” scenarios. It also
indirectly refers to the ‘anywhere anytime’ affordance of digital technologies also noted by
Respondent 5. The statement did, however, refer to the simulation as an “additional tool”
which aligns to the “support” characteristic identified as a response to Item 3 (see Section
6.3.4).
Respondent 10’s response to Item 5 is of interest. It reveals a defence of human
teachers in preference to machine or computer-assisted learning. It inadvertently states the
case against the disruption caused by digital technology in teaching and learning. The
response was:
No. They could be classed as disruptive if they are the only tool used and the
deliverer believes it will replace the classroom teacher. However, students learn at
different rates and value one-to one teacher feedback at difficulties or success. I
don't believe using only a simulation will result in well-rounded students who are
ready for the real-world of tertiary study or work.
Respondent 10 was one of the four who selected all four of the offered benefits in
Item 7. The only comment offered as rationale to “improve students’ literacy and numeracy”
was that “I believe it will support numeracy more than literacy.” This comment lacks surety
in its brevity and failure to provide an illustrative example.
Respondent 10’s response to Item 8 indicated a belief that “the PierSim Business
Island Simulation effectively integrates ICT into the existing curriculum.” It would appear
that Respondent 10 is aware of the interactive aspects of the simulation and its opportunities
for authentic learning but maintains reservations about its value when compared with the
traditional classroom. The length and complexity of written statements indicate this growing
awareness of the challenge to beliefs about teaching and learning posed by teaching within
and through the simulation.
If Respondent 10 were to be placed on the adoption models, he/she would be below
Newhouse et al.’s (2002) “critical use border.” He/she would be best placed as Integration
on the LoTi scale or be described by Peeraer and Van Petegem (2012) as an “educator who
uses ICT to enhance practice” (see Figure 4.5).
6.9.2 Comparing reported perceptions with findings from the literature
The second aim of the survey was to compare participants’ perceptions with findings from
the research. While this is explored in greater detail in the Discussion Chapter (Chapter 8),
Chapter 6: Findings - Survey 133
two understandings from the literature are of interest in this chapter. Firstly, the
frameworks/models of teacher adoption of technology (introduced in Section 4.4) were used
to develop the three participant profiles (see Section 6.9.1). The models have enabled a
comparison of participants’ beliefs and attitudes towards the adoption of digital technologies
in teaching and learning.
A further area of interest is the identification in the literature of the characteristics of
meaningful learning using technology (Jonassen, 1990; Jonassen et al., 2004). This has
enabled a verifiable progressive mapping of the characteristics and benefits identified by the
participants of this study (summarised in Figure 6.3). Table 6.8 summarises the overlaps by
mapping the themes which emerged from the survey data to Jonassen’s (1990)
characteristics of meaningful learning (see Section 1.6.2, Figure 1.3).
Table 6.8
Mapping themes to Jonassen’s (1990) characteristics of meaningful learning
Jonassen’s (1990) characteristics Theme from survey
data
Item 3 Item 4 Item 7
Active (Manipulative/Observant) Engagement X X X
Interactive - X X
Immersive X - -
Redefinition X - -
Constructive (Articulative/
Reflective)
Constructive - - X
Reflective - - X
Co-Operative (Collaborative/
Conversational)
Collaborative - X X
Authentic (Complex/Contextual) Authentic X X -
Experiential - X X
Intentional (Goal-directed/
Regulatory
Consolidating X - -
Curricular X - -
Intentional - - X
Supporting X - -
134 Chapter 6: Findings - Survey
The list of characteristics presented in Table 6.8 and detailed below could be said to provide
a contextualised list of the experiences made possible by teaching/learning within and
through the PierSim Business Island. These inform the understandings of affordances
described in this thesis in response to Research Question 3.
Active (Manipulative/Observant)
As noted in Section 4.2.1, active learning is where students work on meaningful learning
tasks. In the survey, active learning was described as being: Engaging (Items 3, 4, and 7);
Interactive (Items 4 and 7); Immersive (Item 3); and Redefinition (Items 3).
Constructive (Articulative/Reflective)
As previously noted, constructive learning is where students connect new experiences and
observations with prior knowledge and understandings (Section 4.2.1). The survey
respondents indicated constructive and reflective characteristics in response to Item 7.
Cooperative (Collaborative/Conversational)
As previously noted, cooperative learning is where students interact in knowledge-building
communities, conversing with each other to create common understanding relating to their
learning tasks (Section 4.2.1). The survey respondents described collaborative learning in
response to Items 4 and 7.
Authentic (Complex/Contextual)
As previously noted, authentic learning is situated in meaningful real-life contexts. The
survey respondents described authentic (Items 3 and 4) and experiential learning (Items 4
and 7).
Intentional (Goal-directed/regulatory)
As previously noted, intentional learning is where students articulate goals and planning
strategies for achieving them. The survey respondents described: intentional (Item 7);
consolidating (Item 3); curricular (Item 3); and, support (Item 3).
6.9.3 Perceptions of benefits of using digital technologies
The “benefits” can be taken to be represented by the themes which emerged from Items 3, 4,
and 7. As noted in Table 6.8, a number appeared, albeit in different contexts, in more than
one item. Figure 6.4 shows each of the contextualised characteristics identified through the
survey in this study and indicates the item where they emerged from the survey data. It also
shows, using a colour code, the grouping within Jonassen’s (1990) meaningful
characteristics. This indicates the most dominant characteristic is “active” with particular
emphasis on engagement and interaction. The second most dominant is “authentic” with
emphasis on authentic and experiential learning.
Chapter 6: Findings - Survey 135
Figure 6.4. Characteristics and benefits of teaching within and through digital technologies.
The following chapter details the findings from the one-to-one interviews conducted for this
study. The findings from the survey will be used to inform the discussion and responses to
the research questions in Chapter 8 and the conclusion in Chapter 9.
136 Chapter 7: Findings - Interview
Chapter 7: Findings - Interview
The second data collection for this study, the semi-structured one-to-one interviews, were
conducted between August and December 2016. Six participants identified their willingness
to be interviewed in the survey and were subsequently invited via the email contacts that
they had provided. For the purposes of this study, they have been given pseudonyms:
Carolyn, David, Diana, Pearl, Rose and Thomas (see Table 7.1). Salient details of their
teaching experience and experience with the PierSim Business Island simulation (drawn
from the online survey) are summarised in Table 7.1 (see also Section 5.2.3).
Table 7.1
Details of interview participants (n=6) by pseudonym in alphabetical order
Interview
subject
(Pseudonym)
Respondent
# (survey)
Years teaching
Economics and
Business (or related
Years using the PierSim
Business Island Simulation
(from given ranges)
Carolyn 2 2 more than one year but less
than two years
David 9 15 more than two years
Diana 1 7 more than one year but less
than two years
Pearl 4 33 more than one year but less
than two years
Rose 15 10 more than one year but less
than two years
Thomas 8 25 more than two years
This group, although self-selected, fulfil the study’s adherence to Grounded Theory,
particularly through the use of a purposive sample to inform theory construction rather than
population representation (see Section 1.9). They might be best referred to as a theoretical
sample which enables the collection of “rich data sources to explain social phenomenon”
(Charmaz, 2006; Hallberg, 2006) (see Chapter 5). That the interview subjects collectively
Chapter 7: Findings - Interview 137
meet these criteria is evident in their responses to Item 6d from the online survey (Section
6.6, Appendix D). The survey item asked participants if they “enjoyed” teaching Economics
and Business through the PierSim Business Island simulation. Table 7.2 summarises the
responses of the interview subjects to Item 6d.
Table 7.2
Interview subjects survey responses (Item 6d)
Interview subject
(Pseudonym)
R # Question 6d: I enjoy teaching Economics and
Business through the PierSim Business Island
Simulation.
Diana 1 5 - Strongly Agree
Carolyn 2 4 – Agree
Pearl 4 4 – Agree
Thomas 8 4 – Agree
David 9 3 – Neutral
Rose 15 4 – Agree
This shows that there was almost universal agreement to the statement with one
(Diana) indicating “strong agreement.” This finding reflects the interview subjects’
confidence in and positive affective response to teaching within and through the simulation.
Other affective responses are reported in Section 7.2.
Each interview was of an hour’s duration (minimum) and was scheduled at a time
and place at the subjects’ convenience. As previously noted (see Section 5.3.2), the
interviews were semi-structured to allow exploration beyond simple and superficial reactions
and to seek richer and more reflective responses (Charmaz, 2006; Schultze & Avital, 2011).
The interviews were based on three guide questions:
1. Has your teaching of Economics and Business concepts, content and processes changed
as a result of teaching with PierSim? If so, how? Could you please give me examples of
this?
2. Can you explain to me the difference between teaching in-world (within PierSim) and
out-world (through the physical classroom)?
3. Has your confidence level and mastery of the PierSim Business Island Simulation
changed over time? Has this affected your teaching?
138 Chapter 7: Findings - Interview
At the conclusion of the interview, each subject was asked if they wished to make any
further comments on their teaching practice or on the PierSim Business Island simulation
(King, 2004; Rubin & Rubin, 2011). The researcher made field notes following each
interview to add meaning to the transcribed text.
Analysis of the interview data followed the processes of initial and focussed coding
introduced in Section 5.3.2. In keeping with the Grounded Theory approach adopted by this
study, the reporting in this chapter is addressed in themes rather than stories or “cases” of
individual interview subjects. Three themes which emerged from this data will be presented.
Reference to the findings from the online survey will be made as/where relevant to assist in
the overarching intention of constructing theory from the collated data.
The first theme presented in this chapter concerns the PierSim simulation as a
learning environment with specific attention to the in- and out- worlds introduced in
detail in Chapter 2 (Section 7.1).
The second theme is concerned with how teacher practice has changed through the
use of the simulation (Section 7.2) with particular attention to challenges and
disruptions.
The third theme is a mapping of practice described by the interview subjects against
the highest levels of the TIM (Technology Integration Matrix), namely
transformative practice (Welsh et al., 2011) (Section 7.3).
Understandings of affordances which emerged from the interviews will be presented in the
discussion chapter, in response to Research Question 3 (see Section 8.3).
This chapter will end with a summary of the findings from the interviews. These
findings, along with those from the previous chapter relating to the online survey, will
inform the discussion to be presented in the following chapter (Chapter 8) and the conclusion
presented in (Chapter 9).
7.1 PierSim Business Island as a learning environment
The PierSim Business Island simulation, introduced in Chapter 2, needs to be considered as a
learning environment rather than a standalone software package or program. It allows
immersive learning experiences that are not possible without digital technology and,
critically, without the affordances of the 3-D virtual simulation. This section provides insight
into the trading rounds described in Section 2.3 and how the content of Australian
Curriculum: Economics and Business (see Section 3.3.2) is taught through the simulation.
Chapter 7: Findings - Interview 139
What is distinctive about the PierSim simulation are its dual worlds - an in-world
and an out-world (see Chapter 2). Thomas argued that these dual worlds create a “real
dynamic synergy between theory and practice.” The in-world of the simulation can be
integrated with the out-world experience of the classroom with both positioned, in turn, to
reflect what is happening in the real-world of Economics and Business. Figure 7.1
graphically shows the relationship within and external to the simulation.
Figure 7.1. In- and Out-Worlds of PierSim Business Island.
In relation to the PierSim Business Island as a learning environment, the following
discusses: the virtual in-world and the control of variables available to teachers to create
scenarios to impact on the students’ businesses (Section 7.1.1); the physical out-world and its
connections to the in-world (Section 7.1.2); and the “duality” between the two worlds
(Section 7.1.3).
7.1.1 The in-world of PierSim Business Island
The in-world is a virtual 3-D space which locates student learning “within” the computer
simulation and which students inhabit through avatars. As noted in Chapter 2, the in-world is
made up of five “islands”: (i) Location One – Finance Island; (ii) Location Two – Wholesale
Island; (iii) Location Three – Retail Island; (iv) Location Four – Hotel Island; and (v)
Location Five – Legal Island (see Figure 2.1). Each island has a specific role in the running
of the student businesses. The in-world is where “trading” mostly takes place and is where
students simulate the purchase of materials and products that pertain to their particular
business.
140 Chapter 7: Findings - Interview
Rose described how she encouraged her students to become familiar with the in-
world trading environment from the outset. She reinforced the function and importance of
the Heads-Up Display (HUD), described in Section 2.1.1 (Figure 2.5), and how each
business needs to interact with avatars from competing businesses. Rose observed that, at
first, students struggled to understand why certain actions triggered others in the in-world.
For example, if the students’ business had a poor HUD, then that would greatly affect the
quality of the goods and services they were purchasing from Wholesale Island (Location
Two). Students would then see their customers’ HUD decrease significantly when
purchasing goods and/or services from them. Through this process, Rose’s students were
encouraged to see their transactions with each other being impacted by their relationships
and interactions with others.
The in-world is managed through a Virtual Administration control panel (see Section
2.2.1, Figure 2.1) which allows teachers to create differing scenarios by managing and
changing variables ranging from financial to environmental to industrial. The teachers
interviewed collectively described how they had created economic booms and recessions,
natural disasters, major weather events, industrial action and pandemics to alter the trading
environment in which students operate. The scenarios afforded students the opportunity to
observe the impact that the change had on their businesses and to develop plans to react and
respond to the changed conditions in real time. It simultaneously enabled teachers to observe
how students worked in teams and how they applied their learning. For example, Diana
referred to the scenarios she has introduced into the in-world including natural disasters such
as an earthquakes and tsunamis which completely upset the trading cycle and operations of
the businesses. She once introduced a major global health crisis, a Zika virus epidemic, to
affect workforce availability and product supply. Catastrophes such as these forced business
teams to combine their skills to effectively respond to the changing market conditions. The
scenarios enabled Diana to directly observe how the students respond to the disasters and
how they used theory to develop strategies to lessen the impact of the disaster on their
business.
7.1.2 The out-world of PierSim Business Island
The out-world is the classroom. It provides the physical (as opposed to virtual) space for
teachers to introduce and consolidate the theory which is put into practice in the in-world.
Thomas stressed that students need fundamental knowledge to “operationalise and to
function intelligently in the simulation” and he explained that he uses the out-world to
deliver theoretical content through more traditional methods of lecture-based and classroom
activities before students enter the in-world. He cautioned, though, that by only adopting a
more traditional approach to teaching how to establish and operate a business in an out-
Chapter 7: Findings - Interview 141
world (classroom) environment, learning experiences tend to “degenerate” into simple
marketing promotion exercises. He believes that students taught in this way are unable to
fully demonstrate their knowledge and understanding of how the key areas of business
operations, that is, Financial Management, Marketing Management, Operations Management
and Human Resource Management, are affected by ever-changing market conditions.
The out-world also provides the space for debriefing and reflection. Thomas
believed that the out-world provides the critical “human” factor to support the virtual in-
world. He made use of the out-world to consult with students and to conduct “Board
meetings” to devise strategies for action in response to the changing environment and market
conditions occurring in-world. He reflected on an out-world global environmental summit he
had organised where students came together to tender a proposal to effect change to the in-
world market.
Diana noted that, for her, teaching the concepts of Marketing Management, Financial
Management, Operations Management and Human Resource Management (HRM) was more
effective in the out-world as students need to gain a thorough understanding of these
concepts before applying them to trading in the in-world. She also believed that students
needed to explore management roles such as the Chief Executive Officer (CEO), Chief
Marketing Officer (CMO), Chief Operating Officer (COO) and Chief Financial Officer
(CFO) in the out-world to gain deeper insights into how each role is performed within
differing industries. As a consequence of this preparation in the out-world, she believed that
her students were more confident in adopting specific management roles when trading in the
in-world.
Diana also explained how she had designed an out-world activity where students had
to apply for a management position in one of the in-world businesses. The students
commenced this activity by undertaking market research to ascertain how to become
competitive in one of these management roles. Students were required to develop a
Curriculum Vitae and apply for a position within one of the companies. Diana then allowed
students to participate in a mock interview process and invited industry experts to form part
of the judging panel. Students benefited from this learning experience as they could gain a
real-world understanding of what potential employers were looking for in these particular
situations. Once the recruitment process had concluded, students were able to collaboratively
develop a business plan for their assigned business.
Each student, having adopted a specific management role, then performed the duties
of that position. Diana explained, for example, that the student assigned as the Chief
Executive Officer (CEO) was to focus on corporate governance strategies and objectives for
142 Chapter 7: Findings - Interview
his/her company. This student would also explore business ethics and compliance and
develop a quality assurance strategy and sustainability protocols for the business in the long-
term. In addition, the Chief Financial Officer (CFO), who was responsible for the financial
management section of the Business Plan, would also establish the electronic recordkeeping
system for the company. Diana believed that once students had adopted their roles out-world
and completed tasks typical of what was expected in their assigned roles, they were more
confident in performing their role in-world and if/when they were faced with the economic
disaster scenarios that forced them to make strategic decisions within their assigned roles.
The experiences of the out-world were thus pivotal to success in the in-world.
Further, both Rose and Thomas independently explained how interactions in the out-
world positively influenced the teaching and learning environment. Along with Diana, they
believed that, by having students prepare for management roles and set up elements of the
business in the out-world, they are better able to participate at a level of strategic decision-
making that impacts on the in-world experience.
7.1.3 Duality between the in- and out-worlds of PierSim Business Island.
Thomas expressed the intriguing idea that there is both a “difference and not a difference” in
teaching in the in- and out-worlds. He described the worlds as “a landscape that flows to and
from the physical out-world into the virtual in-world” of the simulation. The analogy to
movement between the worlds emphasises the notion of immersion and corroborates the
decision in this study to talk about learning within and through the simulation, compared
with learning “with.”
He also spoke of the worlds as a “duality” in which a human element, missing in
many of the simulations he knew were currently in the education marketplace, is supplied
by/through the out-world. He believed that the available simulations, in contrast to PierSim
Business Island, were akin to “games which only require students to work through computer-
generated problems that have pre-determined answers or outcomes” and which “lack
complexity and are not reflective of volatile market conditions.” It is useful to recall
Respondent 8’s response to Survey Item 5 which erroneously spoke of students using the
simulation as “participat[ing] in the game” (see Section 6.5). The distinction between a game
(with closed outcomes) and an educational simulation (with open outcomes) were of
importance to Thomas and was a distinguishing feature of the simulation.
Pearl explained how she saw the relationship between the in- and out-worlds. She
was surprised how easily the students adopted their management roles (introduced in Section
7.1.2) and took pride in trying to improve their business’s market position. She noticed that
being in the out-world meant that students could discuss the issues they were experiencing in
the in-world and could collaboratively develop appropriate solutions. She noticed how her
Chapter 7: Findings - Interview 143
students would construct strategies to implement in the in-world and then measure those
against their competitors’ businesses. The chance “to go back in-world” gave students the
opportunity to continuously “benchmark their performance in order to strive for better
outcomes.”
Carolyn referred to the in- and out-worlds “duality” when she recounted how she, as
Diana had also done, implemented a disaster scenario through the PierSim Business Island
Simulation. She noted that when the disaster occurred, students began to strategise and trade
“furiously” in both worlds. They traded in the out-world, the physical classroom
environment, to try to offset the financial crisis that was occurring in-world by walking
around the classroom and making deals with each other. What Carolyn found enjoyable was
observing how the students reacted to the disaster, how they reacted to the changes in the
financial marketplace and how they were strengthening business relationships with the other
businesses. She noted that the students demonstrated high-level responses to the disaster,
analysed the results of their decisions and evaluated the impact that the disaster had had on
their business operations. Carolyn believed that her students would not have achieved the
same high-level learning outcomes if she had taught this unit through a more traditional
approach.
Diana reflected her belief that operating within and through the in- and out-world
environments encouraged students to engage with evaluative problem-solving. For example,
students taking the role of Chief Marketing Officer (CMO) are discharged with the
responsibility of solving the problem of how to entice more avatars (customers) to their
business and be encouraged to purchase only the premium products maximising their profit
margins (see Section 2.2, Stage 5). Each CMO would then measure the success of their own
company against the marketing campaigns adopted by the other CMOs of other companies.
The CMO would then strategise with the rest of the members of the company to try to find a
unique approach to marketing their products. The CMOs would adopt a blended marketing
campaign and begin to rigorously market their products in the in-world through the live
advertising mediums and in the out-world through promotional flyers, websites, apps, and
direct marketing (see Section 2.2, Stage 4). Diana concluded that it was “quite an interesting
experience” to observe the students, through having exposure to both worlds, being able to
conduct real-time market research to evaluate the performance of their own business.
Thomas similarly believed that linking the out-world with the in-world experience
enables students to explore issues at greater depth and promote a contextual realisation of
how to effectively operate a successful business. He admitted that paradigm shift in this
approach to teaching Economics and Business was a challenge as he had to develop what he
called the “out-world strategy” which is “a new empowering way of assisting students to
144 Chapter 7: Findings - Interview
learn in this dynamic environment.” Diana also spoke of empowerment and provided a
practical example of how students were “empowered” in the learning environment. She
observed that students who had adopted the role of Chief Operating Officer (COO) became
personally motivated to produce a high-quality Operations Plan as they knew that this plan
would have a direct impact on the trading success of their business in the in-world. Further to
this, the students conducted detailed market research on sourcing cost-effective suppliers and
devised an efficient manufacturing process in order to provide the most effective quality
products at the cheapest prices. Students also demonstrated a more in-depth understanding of
Operations Management by investigating the specific legislative requirements for selling
their products so as to limit the possibility of their company being sued in-world. Diana also
noted that when she taught Operations Management without using the PierSim Business
Island Simulation, the students were not as engaged with wanting to learn the impact of their
Operations Management decision-making strategies, as the students were not able to see how
such decisions translated to the sales of their products and contributed to the “triple bottom
line” for their business.
Diana, however, identified a weakness of the in-world experience in that she was
unable to directly control the pace of the impacts of the imposed scenarios (see Section 2.2,
Stage 6). She commented that each trading round only lasted for around ten minutes and
students became quite “frantic” during this period. She added that she made students exit the
in-world after each round to allow them to collectively reflect on what had happened in that
round. She established the out-world environment as a boardroom discussion where each
student, in their assigned role, had to evaluate the performance of their business in the light
of the disaster/scenario that was imposed. Students were given the opportunity to identify
and discuss problems that arose for different businesses and different roles through the
round. They worked together towards practical solutions to those problems as a group. Diana
believed that by having this reflection time in the out-world, students were able to
consolidate their understandings of how the theory of Management was used to effectively
respond to the issues presented to them. She believed that the more opportunities students
have to work collaboratively to solve problems, the better the outcome would be for them.
Additionally, those students who had difficulty in understanding what was going on in the
in-world would be able to learn from their peers in the out-world discussions. Slowing down
the pace of the impact of the scenario also provided an opportunity for the whole class to
understand the goal of the round. Diana reflected that the synergy between the in- and out-
worlds provided the opportunity for collaboration to build new ideas, positively strategise
improvements for everyone’s business in the current circumstances. Considering she is
unaware (in advance) of the outcome of each round, Diana scaffolds students in making
Chapter 7: Findings - Interview 145
predictions on how their business will “survive” the scenario. Diana explained that this
unpredictability adds excitement to the learning experience. When possible solutions and
strategies have been developed, Diana then invites the students to go back into the in-world
and encourages them to have confidence in their actions to determine how successful those
solutions were for their particular business.
Figure 7.2 represents the duality of the in- and out-worlds of the simulation. The
“space” bridges the gap between the worlds. The zig-zag lines represent the synergy
described by Diana and the “flow to and from the physical out-world into the virtual in-
world” described by Thomas. From teacher reports, students appear to understand that each
world is discrete but happily stay “in role” between them when required to do so and carry
theory learnt and plans made in the out-world back into the in-world where they are applied.
Teachers encourage students to move to the out-world to reflect on and hypothesise about
what has happened/will happen in the in-world. Both contribute equally to student learning.
Figure 7.2. Duality of the in- and out-worlds.
7.2 Changes to teaching practice
All interview subjects (n=6) noted that the PierSim Business Island simulation had directly
impacted on their teaching of Economics and Business. These impacts covered a range from
a change in attitudes and beliefs about teaching with technology to developing technological
knowledge and skill in an unfamiliar digital environment to more encompassing challenges
to pedagogical practice. The challenges faced by teachers is presented in Section 7.2.1 while
the perceived disruptions are presented in Section 7.2.2. Their experience informed the
responses to Research Question 4 (Section 8.4).
146 Chapter 7: Findings - Interview
Thomas suggested that teachers changing their practice is dependent on their
willingness to change and their focus on using the technology to achieve genuine and
demonstrable learning outcomes rather than “using technology for technology’s sake.” He
offered that:
… if the teacher is not willing to change their style, it [the introduction of a new
technology] won’t make it happen. What it will do is it will heighten their
insecurities, it will heighten their fear and what you actually see happening is that
the learning experience, if you like, is dumbed down or it doesn’t achieve its full
potential.
While intended as a hypothetical, Thomas’s suggestion of the critical role of
willingness to change could be observed in Survey Respondent 5’s negative attitude and
experience of teaching with PierSim (see Section 6.9.1, Sample Profiles). Respondent 5
described students as being “bored” and explained that they were not able to make a
connection between the in-world and the real-world, that is not achieving what Thomas
described as the “full potential” of the simulation. Respondent 5’s view might well be a
consequence of the insecurity and fear that Thomas conjectured.
Both Pearl and David similarly commented on the importance of a willingness to
change, to be responsive to changes in curriculum or in available technologies. Pearl
summed this up by saying that:
…good teachers should … always put themselves in a position where they are made
aware of methods, applications and pedagogies that will improve what they do. I
think you need to take them on and use them where you feel that they’re going to be
of benefit to what you do at the end of the day. I think we can sometimes get too
distracted with the novelty of things and not truly appreciate that the end result is
still a good knowledge base, a good skill level and I guess the experience to better
handle the content.
Pearl’s positive attitude is indicative of the higher levels of the Teacher Professional
ICT Attributes Framework (Newhouse et al., 2002) introduced in Section 4.4 (Figure 4.3).
These are:
Integration, in which the use of ICT becomes critical to the support of the learning
environment and the opportunity for students to achieve learning outcomes through the
learning experiences provided; and,
Chapter 7: Findings - Interview 147
Transformation, in which the teacher is able to take on leadership roles (formal or
informal) in the use of ICT and be knowledgeable/reflective on its integration by
themselves and others.
Diana explained that the simulation has completely changed the way she teaches,
even across other subjects out of the Business area. She has realised the importance of real-
world timing, real-world execution, and the range of skills that students need to operate a
successful business. She admitted that she is “quite excited to be able to incorporate this type
of learning in other areas of her teaching because it appeals and relates to the students.”
Initially, however, when she first started using the PierSim Business Island Simulation, she
taught with more traditional teaching strategies by delivering the concepts and then just
applying them to the program. She would simulate one scenario and the class would just run
through it. She relied on the one scenario as she was not confident in trying the more
advanced scenarios in case she did not have the scope of being aware of the advanced
scenario’s full implications. This notion of working in familiar ways is evident in the
introductory levels of published models of the adoption of technology in teaching and
learning (see Section 4.4, Figure 4.5).
However, as her confidence grew, Diana became interested to try new scenarios and
direct alternate outcomes for businesses and explore the implications of competing advanced
scenarios. Diana realised the program did affect her teaching because she knew that she
needed to develop new skills and acquire a deeper appreciation for contextual learning and a
connection to the real-world which she believes has improved the outcomes for her students.
She summarised this by stating that the whole process has made her reflect more deeply
about the connections between the curriculum and the real-world and how she can present
that to the students so that they can achieve a valuable, usable skillset for their future career
endeavours. The progression, or change, she described matches the trajectories of the models
of adoption of technology (see Section 4.4, Figure 4.5).
She stated that the design of the learning activities becomes very clear to the students
as to exactly where they could use these skillsets in the real-world and, given that there is a
move for Australia to become more of an innovative country and develop entrepreneurial
businesses, Diana believes that these skillsets will be valuable for the next 10 to 20 years in
Australia. Many of her students have expressed interest in establishing their own businesses
and become entrepreneurs and “now they know exactly what they need to be able to do to
achieve that goal, which is very exciting and rewarding for them.” As a result, Diana
confirmed that this different teaching approach has genuinely increased her enthusiasm for
teaching in the classroom as she is able to see such improvements for her students’ learning.
For her, teaching within and through the simulation affords the opportunity to clearly see
148 Chapter 7: Findings - Interview
how her students’ higher order thinking skills can be developed. Her students are encouraged
to understand why it is important to be flexible, innovative and creative thinkers and to be
able to apply and transfer their thinking to new situations.
Carolyn recounted her experience in teaching within and through the PierSim
Business Island simulation. Her recount demonstrated how a “willingness to change” and a
responsiveness to change to available technologies are enacted. She began by acknowledging
that her confidence level and mastery of using the PierSim Business Island Simulation had
changed over time. She believed that having experienced the simulation during the previous
semester had enabled her to enjoy a wider range of the functionality and capacity of the
program. She said that she had been able to better understand, for example, what strategies
would be most effective to help students respond to the Artificial Intelligence (AI) factors
imposed by the program (see Chapter 2). She believed that, because of past experience, she
was better informed as to how students can progress their knowledge through the in- and out-
worlds. She completed a student review of the simulation at the end of the previous semester
and found that her students, on the whole, had enjoyed the experience as it was completely
different to what they were familiar with and what they had done before.
This, in turn, created conversations with students who were not studying the subject
and, as a result, Carolyn found that her second cohort of students to engage with the program
were more excited from the outset. She also found it useful to showcase previous students’
in- and out-worlds marketing campaigns to the new cohort and this created more interest
among the students. Carolyn was conscious that she was focusing on her own application of
the Economics and Business concepts for her next cohort of students and feels that she is
now better able to establish connections between theory and practice.
Carolyn was aware that teaching within and through the PierSim Business Island
Simulation had changed her practice and has given her an opportunity to engage with more
current industry issues so as to simulate the impact of these in-world throughout the topic.
She was confident that she was able to extend her next cohort of students by teaching more
in-depth economic theory because she better understood the capabilities of the simulation.
She further believed that she would be able to support the students’ collaborative decision-
making in response to the imposed natural disasters. Carolyn commented that she introduced
a couple of advanced economic concepts and issues during her previous cohort’s session. To
her surprise, the students grasped the concepts because they were able to apply the necessary
higher-order thinking skills. Carolyn’s recount of conscious and deliberate change is
comprehensive and highlights what is possible when change is approached willingly and
deliberately. It also demonstrates the enactment of Pearl’s advice “to take them [new
Chapter 7: Findings - Interview 149
technologies] on and use them where you feel that they’re going to be of benefit to what you
do at the end of the day.”
Before proceeding the discussion of the findings from the interview concerning the
challenges and disruptions of a change in practice, it is of particular interest to consider the
affective responses noted by the teachers during their recounts. These observations build on
the findings presented in Table 7.2 relating to the interview subjects’ responses to Item 6d in
the online survey.
Carolyn’s previously cited enjoyment in observing students’ reaction to the disaster
scenario is indicative of a positive affective response (see Section 7.1.3). In her interview,
Pearl mentioned that she had been able to use the simulation with confidence and she
believed that this had made it more enjoyable for both herself and her students. Rose
admitted her pleasure in her students’ mastery in using the simulation and excitement in
developing and implementing scenarios. Diana, who had “strongly” agreed with Item 6d,
admitted in interview to being “quite excited to be able to incorporate this type of learning in
other areas of her teaching because it appeals and relates to students.” Diana’s excitement,
elsewhere described as “enthusiasm,” extended to her students. She explained that:
I was excited to share the experience with the students and other teachers. As my
excitement of working in this environment grew, the students’ excitement grew as well
because they are a reflection of how I was feeling. … the more relaxed and confident I
became with the program, the more relaxed and confident the students became.
Other emotions were evident in the interview data. Despite the positive reactions,
Diana acknowledged that when she was first introduced to the program, she was “terrified”
of how she was going to manage it and admitted that she felt “trepidation with the new
technology.” She reflected that she could see potential value in the whole program, but it
seemed “just so complicated and so convoluted” that she “did not really think that …[she]
was going to have the opportunity to develop some mastery over it.” Rose also commented
on her initial concern when first teaching with the simulation and admitted that she found it
difficult to “actually visually understand what was happening in the in-world.” Considering
this is “brand new,” she acknowledged being nervous about how the students were engaging
with each other in the in-world. She became more confident when she realised that she could
easily move between the islands in-world and was able to “see” the avatars from each
business. It would therefore seem that there was an emotional or affective element in the
change in teachers’ practice in using the PierSim Business Island simulation and that the
process of changing practice was not completely or exclusively technological or
pedagogical.
150 Chapter 7: Findings - Interview
It is of interest to note that students also exhibited an emotional response to the
simulation. Diana said that an unexpected implication of teaching with the simulation was
that students were initially overwhelmed. She noted that they appeared quite reluctant to use
their avatar to commence rigorous trading, not because they did not know what to do but
rather because they lacked confidence in their abilities to be able to respond to the conditions
imposed on them by the program’s Artificial Intelligence (AI). She stated that:
…once the students can get over that initial fear factor of a new technology and they
have a few goes at it, then they’re actually quite excited to use the program to show
their skills in the other areas. But that happens in business all the time in the real-
world. You know, a boss might come in with some new, wonderful idea and the staff
have to just go with it and a lot of the time there is reluctance to that change. So, it’s
even more real-world that this happens with the students as well with this technology.
The students thus appeared to follow a similar trajectory to some of the teachers in being
unsure in the beginning but quickly gaining confidence through experience.
7.2.1 Challenges to teaching practice
The challenges described by the interview subjects in changing their teaching practice can be
interpreted in terms of the TPACK model (Koehler & Mishra, 2008; Mishra & Koehler,
2006). Those to be discussed in this section are: technological knowledge (TK);
technological pedagogical knowledge (TPK); content knowledge (CK); pedagogical content
knowledge (PCK); and technological pedagogical content knowledge (TPACK).
Technological Knowledge (TK)
The first challenge to teaching practice to be discussed is technical and is related to teachers’
technological knowledge (TK), a component of the TPACK model (see Sections 1.4.2 and
4.3.2, Figure 1.2). In their survey responses, the interview subjects generally indicated that
they were “comfortable” in the technical aspects of the simulation (Item 6a) and in
navigating through 3-D virtual spaces (Item 6b) (see Table 7.3).
Chapter 7: Findings - Interview 151
Table 7.3
Interview subjects survey responses (Items 6a and 6b)
Interview
subject
(Pseudonym)
R # Item 6a: I am comfortable with
the technical aspects of the
PierSim Business Island
Simulation.
Item 6b: I am comfortable in
navigating through 3-D virtual
spaces.
Diana 1 4 – Agree 4 – Agree
Carolyn 2 4 – Agree 4 – Agree
Pearl 4 3 – Neutral 5 - Strongly Agree
Thomas 8 4 – Agree 4 – Agree
David 9 4 – Agree 4 – Agree
Rose 15 5 - Strongly Agree 4 – Agree
Gaining technological knowledge is not automatic and requires a willingness and
conscious effort. As noted in her admission of nervousness, Rose’s initial confidence was
quite low because she was supposed to receive training before she began teaching with the
PierSim Business Island simulation (see Section 5.2.2). However, this did not occur because
of her commencing at her school after the school year had begun. This meant that she had to
rely on her peers to mentor her (in the absence of a formal induction or training). She
explained that she was fortunate to be sharing a class with another teacher who had taught
with the program for the previous three years. During this time, Rose’s ability to understand
what happened in both the in- and out-worlds “definitely evolved.” She made reference to
unexpected technical issues that arose and how she learned to deal with them. For example,
when the simulation stalls and the avatar cannot move, she quickly realised that this was an
embedded function which is triggered when students make an unwise business decision. She
realised that this “freeze” was the result of poor decision-making rather than a hardware
failure or software glitch. Should this happen, she quickly learned to ask the students to
come to the out-world to develop a plan to resolve the poor decision-making that had caused
the problem and then to return to the in-world to implement their solution. This movement in
and out of the simulation was represented in Figure 7.2.
Pearl shared that some technical issues, particularly during the first time she used the
program, made it frustrating for her because the students were eager to participate but then
lost interest when elements of the program either did not work or they could not log on. She
reported issues with the manoeuvrability of the avatar and instances where students would
find themselves in situations which they found difficult to “get out of.” Pearl argued that
152 Chapter 7: Findings - Interview
appropriate technical support needs to be provided during the initial phases of introducing
the PierSim Business Island Simulation to the students. She suggested that she would have
benefitted from having a guide or reference document so that in the event of technical issues
arising, she would be able to conduct preliminary troubleshooting. This document could
become a part of the classroom resources and, in that way, students could also take more
responsibility by referring to this guide to solve some of their technical problems. Pearl
concluded that becoming more confident in navigating the technical functions of the PierSim
Business Island Simulation has been as a result of her being able to refine her own
technological skill level with the program. She bemoaned that the technical support in her
school has not necessarily improved and there has been no progress in providing a
classroom-friendly manual or troubleshooting reference document.
Diana had a similarly poor first experience due to technical issues. When the
program would not connect to the students’ laptops in her first lesson, she had to contact the
IT support team in her school and, as a result, lesson time was wasted leaving students
“unimpressed.” Diana added that, once she had developed some rudimentary technical
troubleshooting skills, she became more confident in its execution. She admitted that, over
time, she developed competence in managing the simulation on a technical level. She
believed, however, that the initial technical problems were outside of her scope of expertise
and that she should not have to be expected to manage.
Despite the reports of difficult technical beginnings for Rose, Pearl and Diana, each
had managed to become confident in its use. Each, in their recounts, acknowledged the
importance of technological knowledge and in maintaining student engagement by being
able to troubleshoot problems in the classroom.
Technological Pedagogical Knowledge (TPK)
Technological pedagogical knowledge (TPK) is the ability to teach with technology (see
Sections 1.4.2 and 4.3.2, Figure 1.2). In regard to the PierSim Business Island simulation,
TPK is the ability to apply the concepts and processes of Economics and Business to a
virtual environment. In the survey, the interview subjects had been asked if they were “able
to explain Economics and Business concepts and map these to the PierSim Business Island
Simulation.” Table 7.4 summarises their responses to this item and indicates their confidence
in doing this, and thus, in their own technological pedagogical knowledge. All agreed with
Pearl “strongly” agreeing with the statement.
Chapter 7: Findings - Interview 153
Table 7.4
Interview subjects survey responses (Item 6c)
Interview subject (Pseudonym)
R # Item 6c: I am able to explain Economics and Business concepts and map these to the PierSim Business Island Simulation.
Diana 1 4 – Agree Carolyn 2 4 – Agree
Interview subject (Pseudonym)
R # Item 6c: I am able to explain Economics and Business concepts and map these to the PierSim Business Island Simulation.
Pearl 4 5 - Strongly Agree Thomas 8 4 – Agree David 9 4 – Agree Rose 15 4 – Agree
Thomas was alluding to TPK when he noted that teachers need to become fully
conversant with the simulation and understand what this technology is capable of doing. He
added that teachers need to design lessons using the “unique characteristics” of the
simulation to create authentic learning experiences to assist the student to learn about the
current issues facing the business world. These “unique characteristics” can be interpreted as
affordances. An example of TPK (and the exploitation of affordances) is evident in
Carolyn’s reliance on the technical features of the “Wholesale Island” to encourage students
to become more reflective in their decision-making in regard to purchasing and the
implications of effective supply chain management (see Section 2.2, Stage 3).
David and Thomas independently noted that incorporating the PierSim Business
Island Simulation into their teaching and learning environment “is not about the technology.”
For them, technology was simply the tool to allow teachers and students to achieve what
they wanted/needed from the learning experience. David argued that unless a teacher was
committed to “making learning exciting, learning fun, learning engaging and learning
meaningful,” then he/she would be producing similar outcomes to teaching from a textbook.
Both believed that if technology is to drive teaching and learning, then an investigation is
needed as what the technology can do to help achieve learning goals. Sadly, both mentioned
that they see too much of technology being used because of curriculum demands and, as
David shared, “quite frankly, it’s a waste of time and you’ll be better off just using the
textbook. It’s a farce and a joke.”
Thomas believed that technology has to be seen as a tool that is driven by a clear set of
educational objectives and learning outcomes that teachers want for students. David stated
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that he believes it is how teachers leverage the affordances of technology which leads to the
attainment of desired learning goals. Thomas concluded by stating that many of his
experiences of witnessing technology use in the classroom has just been to “use the
technology for technology’s sake” which, in his view, distracts the students from the
intended learning outcomes and achieves little.
Content Knowledge (CK)
Content knowledge is, put simply, what teachers need to know about their discipline areas
(see Sections 1.4.2, 4.1.1, 4.3.2, Figures 1.2 and 4.1). While a discrete component of
TPACK, content knowledge is also represented in Technological Content Knowledge and
Technological Pedagogical Content Knowledge. Both David and Thomas suggested that to
teach successfully within and through the PierSim Business Island simulation, teachers need
to have high levels of content knowledge. David said that teachers need “to understand, at
quite a depth, business principles and economic principles and the way that they interact with
the real-world.” Thomas wondered if many teachers have:
… the level of practical experience and the expert current knowledge of Economics
and Business, and one might also say the wisdom, to be able to extract from the
learning experience the ultimate benefits for the student.
Thomas explained that the simulation has the capability of enabling students to
experience a certain level of understanding from interacting with each other when trading
their products. He insisted, however, that, in order for students to engage in higher order
thinking skills and begin to conceptualise the complexities of specific economic conditions,
teachers need to become more like “consultants” in terms of approach.
Practical industry experience emerged from the interviews as a valid form of content
knowledge in Economics and Business. Rose observed that the currency of her business
industry knowledge guided most of her decision-making in the detailed planning and
development of her units. She explained that she relied on her personal experiences of real-
world market conditions and issues in order to simulate these in- and out-worlds during the
trading sessions.
Finally, content knowledge can also be interpreted as curriculum knowledge
(Shulman, 1986). Table 7.5 summarises the interview subjects’ responses to the item in the
survey relating to knowledge (awareness) of the Australian Curriculum (Item 6e).
Chapter 7: Findings - Interview 155
Table 7.5
Interview subjects survey responses (Item 6e)
Interview subject (Pseudonym)
R# Question 6e: I am aware of ICT as a General Capability and its organising elements within the Australian Curriculum for Economics and Business.
Diana 1 5 - Strongly Agree Carolyn 2 5 - Strongly Agree Pearl 4 5 - Strongly Agree Thomas 8 4 – Agree David 9 4 – Agree Rose 15 5 - Strongly Agree
As demonstrated in Table 7.5, Thomas and David “agreed” to the statement while the others
offered “strong” agreement.
Pedagogical Content Knowledge (PCK)
The majority of interview subjects referred to the open-endedness of teaching within and
through the PierSim Business Island simulation, particularly where scenarios have been
introduced (Section 2.2, Stage 6). There was consensus that teachers need a high level of and
confidence in their pedagogical content knowledge (PCK) to operate in environments where
there are no predetermined outcomes.
As previously noted, Pearl explained that there has been a change in her teaching
over time because of the PierSim simulation. She commented on her increasing
technological knowledge (TK) and the need to increasingly rely on her pedagogical content
knowledge (PCK) to respond to the unexpected. She said that each group she has taught has
been different, particularly in how they respond to the AI in the simulation and in the
solutions and decisions they make to the scenarios that she has added to the in-world. Having
no prescribed or anticipated outcome from the interactions the students have in the in-world
has required her to be more responsive to each cohort’s learning styles and specific needs.
A further instance of teachers drawing on their PCK is evident in Diana’s deliberate
adoption of a student-centred approach. Her aim was to differentiate the curriculum to meet
students’ learning needs. She believed that by allowing students to operate in both worlds
and take ownership for their particular roles, she could quickly identify the students who
have not grasped the key management concepts. Diana believed that this was due to the fact
that:
156 Chapter 7: Findings - Interview
… the students could not hide amongst the whole class of students. So, if there is a
Chief Executive Officer [CEO] in business number one and they don’t know what
they’re doing, I can see it very, very clearly and it’s an opportunity for me to either
address it right then and there or I can address it later, but it certainly is a skill that I
know I need to develop in that particular student.
Diana added that she could easily identify those “gaps” in the students’ learning and was
able to provide the appropriate support for them so that they could re-engage with the
learning experience.
Technological Pedagogical and Content Knowledge (TPACK)
Some interview subjects provided examples of their technological pedagogical and content
knowledge (TPACK), that is, where all component knowledges are drawn on to design
learning experiences (see Figure 1.2). For example, David suggested that one of the key
challenges in selecting appropriate pedagogies to teach within and through the simulation is
setting the “level of learning appropriate to the development level of the student” (see
Appendix A, ICT Continuum). This required him to examine how he leverages the
technology to achieve those outcomes for the specific Economics and Business concepts he
was teaching. He was also conscious of the need to be aware that using the PierSim Business
Island simulation was also about achieving understandings that students gain from having
participated and bringing the knowledge and learning that they have into the dynamic,
interactive learning environment. He admitted, however, that there were “quite often new
observations and new understandings occurring through the process of trading and
negotiating in the in-world.”
Thomas reflected that teaching Economics and Business within and through PierSim
Business Island Simulation has probably not changed his teaching style. It has, however,
allowed him to enhance his teaching of the concepts and principles of Economics and
Business through a simulated and practical environment. It has allowed him to consider a
wider range of options of a way in which he can package the material in an interesting way
for students to learn. Thomas believed that his educational philosophy underpins the
practical approach he has taken to the teaching of Economics and Business. This philosophy
has always been:
… we learn by doing, we learn by having fun, we learn by engaging, we learn by
reflecting, we learn by reading and preparing ourselves, and then testing and
evaluating that information to check on its validity and reliability.
Thomas explained that he has always looked for ways to bring real-life situations
into the classroom despite the difficulty of achieving real authentic and contextual learning
Chapter 7: Findings - Interview 157
experiences. Using the simulation has allowed this to happen. For example, in teaching the
circular flow of income in Economics, Thomas used the in-world of the PierSim Business
Island simulation to create the experience of the economy operating under differing
circumstances. He believed that this simulated what happens in the real-world market
conditions. He acknowledged that by creating this environment and allowing students to
observe the direct results of their decision-making processes allowed a “fairly deep level of
learning” to take place. Thomas admitted that:
…it is very difficult to make something that one might say is as boring as the circular
flow actually become real and meaningful for students in a secondary school
environment. Because for most of them, it’s pretty meaningless and it is probably for
most of us. But when they can actually see the way that the elements interact with
each other and actually see what happens, the experience provides them a window
into the knowledge. And you find the first formation of wisdom and understanding
starting to form in the students, even if it’s at the most simplistic level. It’s a
beginning that is essential, I think if we’re going to develop people with business
acumen and entrepreneurial skills.
Diana similarly agreed that teaching within and through the simulation has allowed
her to change her approach to teaching specific Economics and Business. She communicated
that she felt she had more influence over effectively teaching the finances, marketing and
operations of a particular business and the students had the ability to modify and control
these concepts while they are using the simulation. She noted that the program allows the
students to develop customer relations both in the simulation itself as well as out of a
simulation, as part of a larger assessment item.
7.2.2 Disruptions to teaching practice
The teaching practice of the interview subjects had been disrupted and changed irrevocably.
Each commented on how, through the simulation, they were able to explore more in-depth
concepts and were able to allow students to gain a deeper and more contextual understanding
of how these concepts interrelate with the operations of a specific organisation. The sources
of disruption appear to be in the (i) novel format of the simulation, (ii) the open-endedness of
learning experiences, (iii) the changes in the roles of and relationships between teachers and
students, and (iv) a shift in ownership of learning experiences from teacher to student.
It is useful to return to Li et al.’s (2017) definition of disruptive technologies as
having radical novelty, relatively fast growth, coherence, prominent impact, uncertainty and
ambiguity is useful in determining the disruptions to teaching wrought by the PierSim
158 Chapter 7: Findings - Interview
Business Island simulation. Two of these characteristics have emerged from the interview
data: radical novelty and uncertainty and ambiguity.
Firstly, the radical novelty of the simulation has been considered through a
discussion of the in- and out-worlds structure of the simulation (Sections 7.1.1, 7.1.2, and
7.1.3). Novelty also comes from the immersive 3-D virtual world which replicates the
appearance of a game world. Pearl was previously cited as saying that “we can sometimes
get too distracted with the novelty of things” when referring to the adoption of the simulation
(see Section 7.2). Thomas noted that some teachers might see the PierSim Business Island
Simulation as “just playing a game and having fun.” In the past, he had been disappointed by
a variety of simulation programs that used in teaching because they provide students with a
predetermined “definitive answer.” However, Thomas believed that PierSim could have the
potential to elevate these “game play” programs when teachers become familiar with the
simulation’s capacity and effect change to their pedagogical practice. Thomas confirmed this
by stating that many simulations required the individual to:
… lose their identity and simply operate within a world in which is fragmented, and
which often becomes very numerical and does not have that depth of human
experience that comes with contact and interaction between human beings.
Secondly are the characteristics of uncertainty and ambiguity have been identified
within the immersive educational simulation. Thomas pointed out that:
… when you are teaching within and through the PierSim Business Island
simulation, you cannot rely on a certain page in a textbook and are not provided
with the “model answers” to the Economic and Business problems used in the
classroom.
The outcomes of learning experiences, particularly when environments are changed
by the simulation’s AI and through the introduction of different scenarios are not known.
Further, as previously noted by Pearl (in relation to pedagogical content knowledge) as the
interactions and decisions made by students are unpredictable, teachers have to draw on their
own expert knowledge and experience to guide the students towards certain possible positive
economic and business outcomes (Section 7.2.1). This lack of certainty categorises learning
experiences within the simulation as “disruptive.” Carolyn acknowledged that she
encourages evaluative problem-solving when she implements the natural disaster scenario
within the PierSim Business Island Simulation. She believed that this particular learning
experience provides students with opportunities that teachers cannot provide when teaching
with more traditional methods to demonstrate evaluative problem-solving.
Chapter 7: Findings - Interview 159
Carolyn mentioned that having the opportunity to offer students an environment
where the unexpected can happen, where the teacher themselves does not know or cannot
predict the outcome of the condition, can be both rewarding and challenging for both the
students and the teacher. She believed that this dynamic environment and learning
experience makes it more exciting because “you can’t predict [what will happen]. It’s not set
in stone, it’s not ‘every single time you press this button, this happens’.”
Further, by implementing scenarios, Carolyn explained that she was able to work
with the students in problem-solving solutions to address the economic downturn in the
marketplace as a result of the natural disaster. She was then able to offer appropriate
strategies where students could measure the success of their proposed solutions by seeing
how those strategies worked in the in-world. She then encouraged students to debrief in
sessions in the out-world. They evaluated the success of their problem-solving by
benchmarking their performance against their agreed Key Performance Indicators (KPIs)
that were developed during the establishment of their virtual business. Carolyn reflected that
the students, generally, were able to provide greater insight of the relationship between the
key theoretical concepts they learnt and how the application of these concepts directly
affected the conditions in the trading environment. Carolyn further stated that, from her
current experience with the program, she is able to better understand how the in-world
“works.” She intended to use this knowledge to design more advanced problem-solving
activities to see whether students can further extend their higher-order thinking around these
evaluative processes.
The third source of disruption is a change in the role of the teacher as the one who
imparts knowledge and the student as one who accepts knowledge passively. It is of interest
to note Pearl’s response to Item 5 (see Section 6.5) in the online survey. The item asked
about the PierSim Business Island simulation being disruptive. Pearl (as Respondent 4)
agreed and offered, by way of explanation, that “they [the simulations] are disruptive in that
the learning is powered by the student, rather than by the teacher.” Similarly, Carolyn (as
Respondent 2) disagreed and offered that “the students are encouraged to work
collaboratively to succeed in the simulation which effects the way they interact in the
classroom.” In interview, the teachers described themselves – without prompting – in a range
of roles including consultant and mentor (see Section 7.2.3 for a further discussion of
changing roles). David believed that teachers should shift from a teacher-directed learning
environment where most of the classroom activity and the classroom interaction pivots on
the teacher. This involves a shift along a continuum from a traditional didactic role to be a
business consultant for the student. He added that if teachers simply teach under a more
160 Chapter 7: Findings - Interview
traditional approach to teaching with technology, there will be “a disconnect between what is
being taught and what the students will learn in this new environment.”
The final source of disruption (related to a change in roles and relationships) is a
shift in ownership of learning experiences from teacher to student. Harmes et al. (2016)
represented this disruptive shift in a diagram (Figure 7.3) which maps the shifts to the ACOT
Stages of Instructional Evolution adopted in the TIM (Technology Integrated Matrix). This
mapping also includes reference to other attributes: characterisation of knowledge, use of
technology tools, and instructional focus.
Figure 7.3. Progression across levels of integration (Harmes et al., 2016, p. 143).
It could be conjectured that this change in ownership is intertwined with the
“presence pedagogy,” that is, the “flattened approach … that removes the pre-set hierarchy
of expertise” (Bronack et al., 2008) described in Sections 2.2 and 4.2.3 (see also Table 4.1).
Pearl admitted that she initially wondered how the simulation would “actually work”
and if students would be able to demonstrate higher-order thinking skills. She also wondered
if students would “see this as simply a game simulation” where they would not take
ownership for the actions of their decision-making. She soon came to realise that the
curriculum intent of the simulation and the reliance on the concepts of Economics and
Business resolved her concern and engaged the students in learning.
A number of interview subjects were aware of the change to their practice (see also
Section 7.2.3). For example, Diana explained that rather than being a “classical teacher with
all the knowledge,” her classroom operates as a collaborative environment where solutions
are negotiated rather than given. Diana explained that:
Chapter 7: Findings - Interview 161
…it [her change in role] changes the whole dynamic of the classroom. Rather than me
being the classical teacher with all the knowledge and the students being the classical
learner where I impart my knowledge, we’re in it as a team. They [students] have to
contribute to their knowledge as much as I have to contribute to their knowledge, so it
equalises us in terms of our knowledge and how problems are solved. They need to
problem solve. I don’t provide solutions. We work on the solutions together.
7.3 Transformative practice
Peeraer and Van Petegem (2012) used “transform” as the keyword in their culminating level
(see Figure 4.5). Similarly, the highest level in Newhouse et al.’s (2002) Teacher
Professional ICT Attributes Framework is “transformation” (see Figure 4.3). It is used in this
instance to describe where the teacher is able to take on leadership roles in the use of ICT
and be knowledgeable/reflective on its integration by themselves and others. Finally, and of
relevance to this response is the TIM (Technology Integration Matrix) (Welsh et al., 2011)
which maps Jonassen’s (1990) characteristics of meaningful learning with a modified
version of the ACOT Stages of Instructional Evolution (Dwyer et al., 1990) (see Section
4.4.1, Table 4.3 and Appendix B).
The first descriptor in the TIM categories used in the following section will be one of
Jonassen’s (1990) characteristics of meaningful learning: Active, Constructive, Authentic,
Collaborative, and Goal-Directed (Intentional). These have previously been used in this
thesis in the analysis of the online survey (see Item 4, Section 6.4) and used to describe the
affordances of the simulation in the teaching of Economics and Business (Figure 1.3). The
second descriptor in each instance is Transformation, the highest level modified from the
ACOT Stages of Instructional Evolution (see Section 4.4): Entry, Adoption, Adaptation,
Infusion, and Transformation. This labelling will provide a way to categorise the
transformative learning experiences designed and described by the interviewed teachers.
There are parallels in this categorisation and previous discussions of challenges and
disruptions to practice. This analysis of transformative practice will inform the research
question referring to change in practice (Research Question 4).
7.3.1 Active: Transformation
Jonassen (1990) suggested that active learning is the opposite of passivity or inactivity as it
is where students engage in learning which involves firsthand observation and the
manipulation of materials or ideas. In the survey findings, particularly in response to Item 3,
active learning was interpreted as being “immersive” and “engaging” in the context of the
162 Chapter 7: Findings - Interview
PierSim Business Island simulation. Rose, in inadvertently supporting these descriptions of
active learning within the PierSim Business Island simulation, noted that:
… in one of my classes early this year, they were so good at it [using the PierSim
simulation] and there was so much activity and noise and everything, and it was
really exciting to watch them actually do that rather than sitting behind a desk and
just concentrating on this is the right way and this is the wrong way of actually
running a business. [and] they could actually implement that in a very safe
environment.
One of the indicators of the active: transformation level, or more properly, Active
learning at Transformation level, is marked by the teacher serving as a guide, mentor, and
model in the use of technology (Welsh et al., 2011). Of particular interest in this study (and
noted in the discussion of disruption, Section 7.2.2), is how teachers perceived different roles
for themselves when teaching within and through the PierSim Business Island simulation.
The clearest indication that the interview subjects had redefined their role as teacher lies in
the metaphors that they chose to use to describe themselves and their teaching practice.
These included: consultant, advisor, assistant, administrator, facilitator and “anchor.”
Thomas, for example, believed he was able to support students by providing them
with the knowledge and the theory to understand what takes place within the simulation. In
this, he explained that acts more as a consultant and advisor to his students than a traditional
teacher. Diana also described herself as a consultant particularly during the trading stages of
a unit. By doing so, she explained that she was able to gain a better understanding of how
students were progressing with the key concepts of the unit. As she was able to directly work
(consult) with the students in-world, she was able to assess their understanding and
application of theory taught in the out-world. The consultant role therefore enabled Diana to:
… clearly examine their [students’] conceptual understanding of the topic and the
development of their skills in real-time, as opposed to hoping that they get the
understanding of the concepts in an activity and then assessing it later on and
checking their recall. This way, I actually get to see the development of their skills at
the right time; at that time. I think that’s a very, very powerful thing for a teacher to
be able to see.
Rose also offered that she acts in a consultative and advisory role, that is, as a
facilitator for her students. She described her role as:
… a facilitator rather than a chalk and talk kind of a deal. It’s more about helping the
students through a journey of their own discovery of what a business is or isn’t for
them because not all businesses will work and we’ve got to realise that. Like this
Chapter 7: Findings - Interview 163
student who decided they weren’t going to operate one day because he worked out
that it wasn’t going to be beneficial. He was actually going to lose money. That kind of
thing is actually really good. … I think I’m more of a facilitator in helping them
reaching their own conclusions about business.
Carolyn recognised that her role in this environment was to become more consultative
with the students, that is, where she is seen by the students to not only have the knowledge to
pass onto her students but to also use her knowledge in both worlds to work with her
students to assist them in their companies in order to generate the biggest profit. She viewed
herself as “more of an assistant I guess, the guide on the side rather than the sage on the
stage.”
Pearl explained that when teaching multi-faceted concepts like the share market and
the impact real-world events have on the economy, Pearl adopts a more “advice-giving” role
and provides the appropriate context for these changing market conditions. Pearl believes
that her pedagogical practice has changed to become more flexible in the sense that when
they go in- and out-worlds with her becoming more of a “facilitator, an administrator to their
learning as opposed to directing it as much as I have done in the past.” Pearl believes that
incorporating the PierSim Business Island Simulation has allowed her to channel some of
that responsibility of what the students are learning and refining about that knowledge to
their own ability to navigate through the virtual world. For example, when implementing an
economic scenario like where the Australian dollar decreases dramatically, the students in
Pearl’s class are then left with choices about what it is that they need to do to source
appropriate goods. Pearl then facilitates and administrates how students investigate more
local production sources and how they negotiate deals with potential suppliers. She then
initiates discussions as to why such practices would become beneficial to their own business
and how such instances would then impact on their prices; therefore, their clientele and their
relationship with other businesses in that area.
Carolyn and Rose commented that their pedagogical approach was to become an
“anchor” for the content and processes they were teaching in class. Both stated that they
instigated discussion on the implications of what students were experiencing in the trading
platform of the PierSim Business Island Simulation.
Others made specific reference to how their role had changed since beginning teaching
within and through the simulation. For example, Carolyn admitted that her first few times
teaching with the PierSim Business Island Simulation was very “surface level” in that she
was trying to make connections with teaching the necessary Economics and Business
concepts while “trading” in this new environment. However, as her confidence in teaching
164 Chapter 7: Findings - Interview
with the simulation has grown, she has moved to exploring alternative ways to provide
students with the opportunity to engage in deeper conversations (out-world) and participate
in higher-order thinking skills in Economics and Business while trading in the in-world
environment.
Rose also acknowledged that students were also aware of the change in her role as
teacher demonstrated through students becoming more inquisitive about Rose’s business
industry experiences. They then began to adopt some of Rose’s personal business strategies
in their own business operations which Rose saw as a satisfying outcome to her change in
role.
7.3.2 Constructive: Transformation
Jonassen (1990) described constructive learning as being “articulative” and “reflective.”
Harmes et al. (2016) described constructive learning as being “where students connect new
experiences and observations with prior knowledge and understanding.” In the survey
findings, particularly in response to Item 3, constructive learning was interpreted as being
“interactive” in the context of the PierSim Business Island simulation.
In the TIM (Harmes et al., 2016), “constructive” learning (at the level of
Transformation) is where the teacher facilitates learning opportunities in which students
regularly engage in activities that would have been impossible to achieve without
technology. This is akin to the Redefinition introduced in the literature review as a
component of the SAMR model (Puentedura, 2006) and as the means to categorise those
responses to Item 3 in the online survey (Section 6.3).
An example of constructive:transformation learning which emerged from the
interviews relates to the teachers’ capacity to create scenarios to change the learning
environment. Some spoke of continuing to change variables in response to students’
responses. Both Thomas and Diana suggested that the teacher is able to teach a concept from
the Economics and Business curriculum and then have that concept explored in differing
scenarios, one in which there is perhaps an economic boom, one in which there is an
economic recession, one in which there is a stagnation. The teacher is able to then observe
what actually occurs between the students through the interactions in both the in- and out-
worlds. A level of higher order thinking then can be encouraged by the teacher by simulating
excessive demand, reduction in supply or issues within the operations chain. Thomas
positively stated that the teacher can manage these “real-life” instances by manipulating,
behind the computer program, the variables that actually run the simulation.
In addition, Diana shared her experience of creating a financial crisis scenario and
initiating a change in the interest rates which significantly affected any business that had
Chapter 7: Findings - Interview 165
obtained a loan from Finance Island. As with the Zika virus scenario, Diana then observed
how the students responded to the changed monetary conditions gauging their “capacity to
cope.” She encouraged her students to apply the theory of Financial Management she had
taught them in the out-world as she continued to change the inflation rates in order to
simulate a more profound market crash. Diana said that teaching within and through the
PierSim Business Island simulation:
… [has] certainly made me reflect on the way that I teach in a classroom. Knowing
that students need particular skills at a particular time changes the way you plan your
lessons and how you will affect those lessons [by changing conditions] and how you’ll
judge the ability of the students to do these skills, so it certainly changes the way that
you plan and the way you deliver material.
7.3.3 Collaborative: Transformation
Collaborative learning is where students interact in knowledge-building communities,
conversing with each other to create common understandings related to their tasks. Jonassen
(1990) described collaborative learning as “co-operative” and included a “conversational”
element.
In organising Collaborative learning experiences at Transformation level, the
teacher seeks out and facilitates opportunities for collaboration that would not be possible
without technology. There was little mention of collaboration in the online survey. It
featured more strongly in the interviews with references to instances of collaboration in both
the in- and out-worlds with the meaning extending to aspects of cooperation and
communication.
Collaboration has been mentioned as an out-world between both the teachers and
students. Carolyn recounted how, during one of the trading cycles, there were three business
classes running in the same learning space at the same time. By having colleagues to
collaborate with in the planning and delivery of the unit, Carolyn was able to focus on the
areas where she had particular strength. Other teachers, indirectly, taught her some of the
more advanced technical capabilities of the program and showed her some strategies to
complement the in-world learning experience. Carolyn felt that this team-teaching approach
enabled the three teachers to better facilitate discussions as the focus was on helping all
students in the trading room as opposed to just focusing on their own class. Carolyn reflected
that this was also a good opportunity for students to see how teachers engage in a team-
teaching approach and can “value-add” to the learning outcomes for the students.
Students using PierSim work in teams and work together to plan their business
strategies. They assume managerial roles and take responsibility for differing aspects of
166 Chapter 7: Findings - Interview
business. Carolyn reported that she encouraged her students to have their business members
(CEO, CMO, COO and CFO) operate simultaneously in both worlds. This was achieved by
having students commence the round by developing a strategy to determine which products
would be available within their company. This involved preparing stock ledger cards in the
out-world to track the purchase and sale of the standard and premium products that were
available for sale in their virtual business. The out-world preparation and decision-making by
the COO is simultaneously implemented by the CEO in the in-world. Decision-making
processes were executive frequently both in- and out-worlds even “for simple tasks like
whether to travel the islands via taxi to the wholesaler or whether or not they are going to
walk.”
Carolyn commented that once the Total Product Concept (TPC) was approved by the
management team, students would enter in-world to purchase the desired products from the
wholesaler including all of the purchasing inputs. The students had to collaborate to set an
appropriate pricing level for their products and implement strategies to signal when they
needed to go back to the wholesale market to restock their inventory. The students would
then decide whether to travel back to their own virtual business to determine a suitable
product display being mindful that the products may not have arrived due to logistical
issues or decide to begin their marketing campaign both in- and out-world. Carolyn noted
that the students had to focus equal attention on displaying their marketing campaign in-
world by uploading their graphic advertisements to the virtual billboards and advertising
signs and in the out-world by distributing marketing material to the consumers in the trading
environment.
Carolyn placed particular importance on designing the learning experiences around
student-centred practices throughout the entire unit while using the PierSim Business Island
Simulation. Her strategies ranged from whole class discussions, group discussions within the
students’ businesses and one-to-one discussion between the Management roles of the other
company. Students would maintain a record of their discussion, through the minutes of their
business meetings, and would constantly refer to these details when trading over a number of
weeks. There was appropriate time in the unit planning to allow students to be able to
strategise together as a class and then, as a business group, implement those strategies both
in-world and “out-world.” She believed that the combination of the continual class, group
and one-to-one discussions enabled students to reflect on their business decision-making and
develop the appropriate strategies in response to the ever-changing market conditions.
Carolyn made reference to how the online chat function in-world was also quite effective as
students were able to communicate their proposals to the business community and see real-
time the effect of their strategies. Carolyn distinctly mentioned that she also contributed to
Chapter 7: Findings - Interview 167
this online real-time chat session to not only affect change to the market conditions but to
also determine how students were coping with the issues discussed “in-world.”
7.3.4 Authentic: Transformation
Authentic learning is situated in meaningful, real-life contexts. Jonassen (1990) described it
as being both complex and contextual. In the survey findings, particularly in response to
Item 3, authentic learning was also interpreted as being “experiential” in the context of the
PierSim Business Island simulation. Further, responses to Item 3 were aligned to “currency”
and real-world contexts. In offering Authentic learning experiences at Transformation level,
the teacher encourages and supports students’ innovative use of technology in higher-order
learning activities that encourage making connections to their own lives and the world
beyond the classroom.
Rose explained that her pedagogical approach towards teaching with the PierSim
Business Island Simulation has enabled her to allow students to experience learning
Economics and Business in “a refreshing new way.” She believes that the simulation has
transformed her teaching of Economics and Business. She commented that in terms of her
students, she believes that:
… they did get a lot out of it and so did we. So it transformed the way we interacted
and the fact that the businesses, themselves, took on a life of their own. So it’s not just
about standing up in front of them and saying, “Now a business normally does this.”
it’s about them experiencing what a business really does.
Thomas believed that the design of the PierSim Business Island Simulation enabled
him to extend his pedagogical practices by creating more meaningful experiences across
Accounting, Economics, Business Management and Operations Management. He designed
lessons that allowed students to learn through situated experiences that mimic real-life
events. He believed that he is able to achieve this more effectively through the context of the
wider holistic operations within each of the PierSim Business Island Simulation’s
businesses. He concentrated his teaching practice on finding ways to allow students to
understand that learning about Economics and Business does not happen in isolation because
many business elements are necessary to explore when operating businesses for real. He
realised that, too often, he would concentrate on teaching the specific elements of a topic
and, consequently, students would only learn about them separately. He admitted that he
tried to show relationships between some of the concepts using more traditional methods of
teaching, for example, through case studies, presentations and news segments.
Pearl also acknowledged that what she believes she is creating in a classroom
environment, is not always what the students see, so giving them a simulated real-world
168 Chapter 7: Findings - Interview
environment “puts them there” and creates those real-world elements that reveal the
relationships between the concepts learnt. She believed that the students can actually see
how businesses work and they see how shop set-ups are pivotal in working towards
successful business operations. She also believes that there is no substitute for allowing
students to see how their own business is directly competing against other businesses in
order to capitalise on market share. Pearl concluded by stating that “It’s very difficult to do
that artificially in a classroom without having all the necessary props.” There was genuine
consensus in the capacity of the simulation to bring authenticity to students’ learning.
7.3.5 Goal-Directed (Intentional): Transformation
Intentional learning is where students articulate goals and planning strategies for achieving
them. Jonassen (1990) added the elements of “goal-directed” and “regulatory.” The TIM
replaced “Intentional” with “Goal-directed.” In Goal-directed (Intentional) learning activities
at Transformation level, the teacher creates a rich learning environment in which technology
use is integral, seamless, and indispensable. In the survey findings, particularly in response
to Item 3, intentional learning was also interpreted as being “consolidating” and “curricular”
in the context of the PierSim Business Island simulation.
In interview, Thomas commented that he has trialled a variety of teaching strategies
when implementing scenarios for students to problem-solve within the PierSim Business
Island Simulation. He has become a supporter of learning strategies which use scenarios to
build a platform for learning and create opportunities that are afforded by case studies. He
suggested that the problem with incorporating case studies as a strategy is that they are
“words on a page” which he believed could “never actually really simulate reality; they
remain two-dimensional.” Alternately, he tried to explore ways to make concepts and
learning inter-relational to ensure that students are provided with a more authentic learning
experience. Thomas believed that the simulation has embarked him “on a journey of how he
can make the learning of Economics and Business more engaging and authentic” for his
students.
7.4 Chapter summary
Each interview subject acknowledged the differences between the in-world, out-world and
the “real-world.” Using the affordances of each of these “worlds.” the interviewed teachers
attempted to create authentic learning environments for students which placed them in real-
world situations and provided them with a window into promoting a degree of wisdom and
understanding. The majority spoke of how the experiences allowed students to “see” the
interaction of Economics and Business in action. To scaffold this, the teachers created role-
Chapter 7: Findings - Interview 169
plays in both the in-world and “out-world’. They also used the available controls to create
realistic scenarios; for example, financial crises or weather events. Each teacher saw the
controls as a means to scaffold student learning. They also saw this as the means to be more
creative with their teaching.
The interviews revealed three themes. These were supported by findings from the
survey (Chapter 6) and the research. As noted, the first theme was concerned with PierSim as
a learning environment. The findings relating to this theme inform Research Question 3 as
they highlighted the connections between pedagogy and the affordances of the technology
(Section 8.3) and Research Question 4 (Section 8.4) as they referred to changes in teaching
practice within and through the simulation. The second theme was concerned with changes
in teacher practice (Section 7.2). These discussions informed Research Question 2 which is
concerned with the challenges and disruptions faced by teachers implementing the
simulation. “Challenge” was addressed through the TPACK framework introduced in
Section 1.4.2 and expanded in Section 4.3.2. The sources of “Disruption” were derived
through focussed coding (Section 5.3.1). The third theme was a mapping of practice
described against the Transformation level of the TIM (Technology Integration Matrix)
(Section 7.3). The findings associated with this theme informed the overarching aim of the
study, that is, how teachers interpret their own pedagogy in the face of immersive
educational simulations, and addresses Research Question 1 which is concerned with
teachers’ beliefs about pedagogy.
The following chapter, Chapter 8, will address the four research questions of the
study (as introduced in Section 1.2). This precedes the final chapter of the thesis, Chapter 9,
which will conclude the thesis.
170 Chapter 8: Discussion
Chapter 8: Discussion
This chapter will respond, in turn, to each of the research questions addressed by this study.
It draws its discussion from the findings from the online survey and interviews respectively
presented in the previous chapters (Chapters 6 and 7). The research questions were:
Research Question 1
[RQ1]
What do teachers believe to be the role of ICT (Information
and Communication Technologies) in education, particularly
in the use of immersive educational simulations in the
teaching of Economics and Business? (see Section 8.1)
Research Question 2
[RQ2]
What are the challenges and disruptions faced by teachers in
the adoption of immersive educational simulations into their
teaching practice within the Economics and Business
curriculum area? (see Section 8.2)
Research Question 3
[RQ3]
What are the pedagogical connections between the
affordances of the technology and the teaching of a particular
content domain noted by teachers in the adoption of
immersive educational simulations into their teaching practice
within the Economics and Business curriculum area? (see
Section 8.3)
Research Question 4
[RQ4]
To what extent and in what way do teachers’ practice and
beliefs about pedagogy change as a result of teaching within
and through an immersive educational simulation? (see
Section 8.4)
This chapter will then propose a new relational schema as a theoretical model to map
teaching and learning affordances to the identified roles for an immersive educational
simulation (see Section 8.5). The chapter will end with a summary of the responses to the
four research questions (see Section 8.6). The following chapter (Chapter 9) will consider the
broader aim of the study, that is, to ask:
How teachers interpret their own pedagogy in the face of immersive educational
simulations.
The response will take the form of a new signature pedagogy, named the “Emergence
Pedagogy”, to inform teaching practice with immersive educational simulations.
Chapter 8: Discussion 171
8.1 Research Question 1
The first research question of this study asked:
What do teachers believe to be the role of ICT (Information and Communication
Technologies) in education, particularly in the use of immersive educational
simulations in the teaching of Economics and Business?
A teachers’ belief of the role of digital technologies in teaching and learning is a significant
factor in determining their teaching practice (Buckberry, 2005; Chai et al., 2013; Ertmer,
2005; Ertmer et al., 2012; Fives & Gill, 2015; Hiatt, 2006; Lundin & Magnusson, 2003;
Schofield et al., 2001; Woodward, 2007). As noted in Section 1.4.1, Tondeur et al. (2017)
showed that teachers tend to use technologies that align with their pedagogy and their
“existing beliefs about ‘good’ education” (p. 2).
It is useful to begin the response to Research Question 1 by reviewing how teachers
described their practice with the PierSim Business Island simulation in this study (Section
8.1.1). This provides insight into how they perceive the role of digital technologies in the
teaching of Economics and Business. This response concludes with a summary of findings
from the online survey and the interviews (Section 8.1.2).
8.1.1 Teachers’ recount of practice
In interview, teachers referred to details of their practice to illustrate their beliefs and
observations. These details typically aligned to the context of Economics and Business,
which, as noted is one of four Year 7-10 subjects in the Australian Curriculum: Humanities
and Social Sciences (HASS) learning area. The first and self-evident role of digital
technologies in teaching this subject identified in this study is to assist in delivering its
content and to support or scaffold relevant learning experiences (see Section 3.3.2).
Teachers focussed on the curriculum requirements of Economics and Business,
particularly: Financial Management, Marketing Management, Human Resource Management
(HRM), and Operations Management. They made specific reference to how they
incorporated the different “islands” within the PierSim Business Island Simulation to show a
distinct relationship of how each of these four areas of business affect the overall operations
of the business. For example, allowing students to visit the “Financial Island” to obtain a
loan in order to commence operations for their virtual business was effective in
demonstrating how sufficient capital contributions and financing does impact on a business’s
ability to commence trading.
172 Chapter 8: Discussion
In relation to the teaching of Marketing Management, teachers commented that the
PierSim Business Island Simulation’s capacity to allow students to design their own graphic
advertisements and have these strategically placed on billboards in-world within the “Retail
Island” allowed students to explore the implications of an effective marketing campaign.
Teachers were able to help students to “realise creative intentions,” an aim of the ICT
Capability, by providing guidelines and advice to students on how such marketing
campaigns align with the vision and mission of the business. The ability for the program to
use its AI to promote “push marketing” techniques allowed the students to realise the distinct
impact of their advertising and promotion of their products. Because of this, teachers were
able to help students to generate ideas in how to engage in market research and develop a
marketing plan that will support the strategic direction of the business. Teachers observed a
distinct shift in students’ approach to understanding the various Marketing Management
concepts and principles as they could see “real-time” how their marketing campaign had a
direct impact on the ability for the business to generate desired and targeted sales. Reference
was made to how the assessment trading days allowed students to create both in- and out-
worlds marketing techniques which emphasised the importance of a holistic marketing
strategy. Teachers, in this case, believed that the simulation enabled them to develop
meaningful learning experiences that encouraged students to take ownership of their
decision-making in relation to Marketing Management theory.
In relation to the teaching of Human Resource Management (HRM), teachers
commented that they explored the “Heads Up Display” (HUD) function to provide students
with an in-depth understanding of how Maslow’s “Hierarchy of Needs” allows businesses to
determine the morale and corporate culture of the organisation (Section 2.2.1). Students were
able to respond in real time to the morale of the staff of their virtual business and the impact
of various personnel requirements. Teachers reflected that this particular technology enabled
students to better understand the Industrial Relations and legislative issues pertaining to
HRM. It was evident that teachers placed emphasis on the value and importance of the
various HR roles within the trading environment, namely, Chief Executive Officer (CEO),
Chief Marketing Officer (CMO), Chief Operating Officer (COO) and Chief Financial
Officer (CFO). They believed that students were able to develop effective relationships
within/between these roles in order for the virtual businesses to survive through the various
economic and market conditions imposed on them. The development of student’s content
knowledge relating to HRM was reinforced when the teachers noted that students needed to
make business decisions only based on their own portfolios.
In relation to Operations Management, teachers reflected on how the PierSim Business
Island Simulation allowed students to explore various concepts and practices of an
Chapter 8: Discussion 173
Operations Management strategy through the use of the “Wholesale Island”. Teachers
commented on how students were able to observe the implications of Supply Chain
Management (SCM) as a result of purchasing goods from the wholesaler and producing
goods for sale in their retail stores. Students were able to see the logistical effects for their
product development as a result of the AI ICT tools embedded within the program. Teachers
were able to promote the “Total Product Concept” (TPC) for the students’ virtual businesses
by ensuring students were able to investigate and justify their decision-making for their
product choices, incorporating both standard and premium product ranges. This simulation
allowed teachers to “generate processes that clarify a task or steps” (ICT Capability)
informed by the understanding of the content of the TPC within Operations Management.
While teachers agreed that the use of the PierSim Business Island Simulation is
effective in creating engaging learning experiences to teach aspects of the Australian
Curriculum: Economics and Business, the level of a teacher’s belief of the role of technology
in the teaching of Economics and Business can be determined by their level of engagement
with the ICT functions embedded within the simulation and application of this to their
subject-specific content knowledge. The level of sophistication in the application of the
scenario appeared to be largely dependent upon the teachers’ own industry experience of the
specific area of business. Teachers commented that, when implementing the scenarios
through the PierSim Business Island Simulation, they would refer to their personal
experiences in establishing and operating a business in order to guide students in responding
to the impending economic impact of the scenarios imposed.
By creating such learning experiences with the aid of the PierSim Business Island
Simulation, the teachers were able to observe what impact the students’ acquired knowledge
had on their engagement with real-world economic and business situations. Teachers also
acknowledged that by modifying the conditions to the trading environment and allowing the
students to actively experience the direct results of their decision-making processes,
promoted a higher-level learning opportunity for the students. Their ability to modify the
conditions of the trading environment has, in turn, enabled them to design and develop a
range of learning experiences that reflect how “real-life” businesses would typically respond
to both internal and external market forces.
8.1.2 Identifying the roles of digital technology in teaching and learning
The data to inform the response to Research Question 1 is drawn from the online survey,
particularly Items 3, 4 and 7 and from the semi-structured interviews.
174 Chapter 8: Discussion
Survey data
Three items in the online survey related to teacher beliefs of the role of ICT in the teaching
of Economics and Business.
Item 3 of the online survey directly asked: What do you think (generally) is the role of
ICT (Information and Communication Technology) in the teaching of Economics and
Business? As noted in Section 6.3, the responses revealed were coded as: (i)
Authenticity (evident through references to currency and real-world activities (n=14,
42.42%); (ii) Redefinition (n=12, 36.36%); (iii) Engagement (n=6, 18.18%); and, (iv)
Support (n=1, 3.03%) (see Table 6.3).
Item 4 of the online survey asked: What do you see as the main purpose of the PierSim
Business Island Simulation? As noted in Section 6.4, the main purposes which emerged
were: immersive, engaging, interactive, collaborative, authentic, experiential,
consolidating, and curricular. These were grouped by the characteristics of meaningful
learning: Active (Immersive, Engaging); Constructive (Interactive); Cooperative
(Collaborative); Authentic (Authentic, Experiential); and, Intentional (Consolidating,
Curricular) (Jonassen, 1999; Jonassen et al., 2004) (see Figure 6.3).
Item 7 of the online survey offered four statements drawn from Attewell’s (2004) study
which listed “benefits” of using digital technologies in teaching and learning. The
statements were: (i) improve students’ literacy and numeracy; (ii) allow students to
recognise their own strengths and weaknesses during the learning process; (iii)
participate in both independent and collaborative learning activities; and (iv) enable
students to remain focussed for longer periods of time. Respondents could select any,
some, all or none of the prescribed statements. The majority agreed that the simulation
allowed students to participate in both independent and collaborative learning activities
(n=14, 93.33%) (see Section 6.7).
The responses relating to “beliefs” overlap with purposes and affordances in that they both
make beliefs visible.
Interview data
There were no direct questions in the interviews about beliefs or roles. Despite this,
interview subjects alluded to both in their wide-ranging and open interviews. Examples of
this include the following previously cited statements:
Pearl advised teachers “to take them [new technologies] on and use them where you
feel that they’re going to be of benefit to what you do at the end of the day.”
Chapter 8: Discussion 175
Thomas explained that his philosophy of teaching with technology was that:
… we learn by doing, we learn by having fun, we learn by engaging, we learn by
reflecting, we learn by reading and preparing ourselves, and then testing and
evaluating that information to check on its validity and reliability.
Pearl’s advice can be aligned to Tondeur et al.’s (2017) observation that technology use is an
enactment of belief and intention. Thomas’s philosophy can be extended from the abstract to
the practical and describes roles for technology which enable the active, authentic and
experiential learning identified in the online survey.
A content analysis of the interview data revealed firmly held beliefs that technology
should not be used “for technology’s sake” and that teaching and learning is “not about the
technology.” Further, there was a regret that, in some schools, using technology is to comply
with curriculum or policy requirements.
8.1.3 Summary of response to Research Question 1
This research question (RQ1) sought to identify what teachers believe to be the role of ICT
in education in general and in the use of immersive educational simulations in the teaching
of Economics and Business.
Thirteen generic roles were identified:
1. makes “learning exciting, learning fun, learning engaging and learning meaningful”
[David, Interview, see Section 7.2.1].
2. is critical to the support of the learning environment.
3. enables the creation of open-ended problems with no definite solution.
4. can change the way teachers teach.
5. use encourages teachers to reflect on practice.
6. allows teachers to be designers of creative learning experiences.
7. allows a shift from teacher- to student- centred learning.
8. engages students.
9. provides immediate feedback to students.
10. allows a change in the relationship between teachers and students.
11. can change the way that students interact with content and the way that content skills are
developed.
12. can change the way that students interact with each other.
176 Chapter 8: Discussion
13. helps develop skills for students as preparation for the real-world.
All generic roles were positive and resonated with existing research findings (see
Section 4.3.1). For example, the roles relating to student-centred learning sit well with the
research findings of Ertmer and Glazewski (2015). Similarly, the roles relating to how
students interact with content and with each other is integral to Warburton’s (2009)
description of extended or rich interactions. Finally, the roles relating to teacher practice are
reflected in West’s (2012) contention that the use of digital technologies change how
teachers “operate” classrooms.
Further to this list of generic roles, the interviewed teachers also alluded to 11 specific
roles taken by the PierSim Business Island simulation. While some are logical extensions
from the generic list, e.g., reference to student engagement and interaction, each emerged
from participant responses to the teaching of Economics and Business. These specific roles
are that the immersive educational simulation:
1. enacts curricular objectives.
2. engages students in Economics and Business concepts and processes.
3. provides the opportunity for experiential learning through using a 3-D world and gaming
strategies.
4. provides the opportunity for collaboration between students to solve unfamiliar
problems.
5. provides the opportunity for students to be reflective and to engage in evaluative
problem-solving.
6. provides the opportunity for students to engage in higher-order thinking.
7. engages students in a range of research activities.
8. requires a student-centred approach to teaching.
9. allows students to test their knowledge by applying it to unfamiliar problems.
10. allows an assessment of student learning at a deep rather than superficial level.
11. allows students to progressively take ownership of their learning.
It is of interest that the specific roles read more as affordances as each is prefaced by
an active verb, particularly “provides” and “allows”. They also demonstrate clear
connections to the affordances of digital technologies in education previously identified in
the research literature and through data analyses in this study. For example, the role of
collaboration has been frequently cited as an affordance of using digital technologies in
Chapter 8: Discussion 177
education (see, for example, Adu & Poo (2014); Dalgarno & Lee (2010); Harmes et al.
(2016), Jonassen (1999) and Jonassen et al. (2003)). Similarly, Warburton’s (2009)
affordance of authentic content and culture is akin to the specific roles relating to Economics
and Business curriculum.
There are some overlaps between the generic and specific roles identified in this study.
Table 8.1 shows a thematic alignment between the roles.
178
Cha
pter
8: D
iscu
ssio
n
Tabl
e 8.
1
Sum
mar
y of
bel
iefs
of t
he ro
les o
f dig
ital t
echn
olog
y in
edu
catio
n
Rol
e of
dig
ital t
echn
olog
y (g
ener
ic)
(RQ
1)
Rol
e of
dig
ital t
echn
olog
y (E
cono
mic
s an
d B
usin
ess)
(RQ
1)
Rol
e of
tech
nolo
gy (E
cono
mic
s an
d B
usin
ess)
(S
urve
y Ite
m 3
)
Cha
ract
eris
tics o
f mea
ning
ful
lear
ning
(Jon
asse
n, 1
990)
1.
mak
es “
lear
ning
exc
iting
, lea
rnin
g fu
n, le
arni
ng e
ngag
ing
and
lear
ning
m
eani
ngfu
l.”
en
gage
s stu
dent
s in
Econ
omic
s and
B
usin
ess c
once
pts a
nd p
roce
sses
.
enga
ges s
tude
nts i
n a
rang
e of
re
sear
ch a
ctiv
ities
.
A
uthe
ntic
ity
En
gage
men
t
Red
efin
ition
A
ctiv
e
Aut
hent
ic
In
tent
iona
l
2.
is c
ritic
al to
the
supp
ort o
f the
le
arni
ng e
nviro
nmen
t.
enac
ts c
urric
ular
obj
ectiv
es.
R
edef
initi
on
A
ctiv
e
Inte
ntio
nal
3.
enab
les t
he c
reat
ion
of o
pen-
ende
d pr
oble
ms w
ith n
o de
finite
solu
tion.
prov
ides
the
oppo
rtuni
ty fo
r stu
dent
s to
be
refle
ctiv
e an
d to
eng
age
in
eval
uativ
e pr
oble
m-s
olvi
ng.
pr
ovid
es th
e op
portu
nity
for s
tude
nts
to e
ngag
e in
hig
her-o
rder
thin
king
.
allo
ws s
tude
nts t
o te
st th
eir
know
ledg
e by
app
lyin
g it
to
unfa
mili
ar p
robl
ems.
A
uthe
ntic
ity
A
ctiv
e
Aut
hent
ic
In
tent
iona
l
4.
can
chan
ge th
e w
ay te
ache
rs te
ach.
requ
ires a
stud
ent-c
entre
d ap
proa
ch to
te
achi
ng.
al
low
s an
asse
ssm
ent o
f stu
dent
le
arni
ng a
t a d
eep
rath
er th
an
supe
rfic
ial l
evel
.
Red
efin
ition
Aut
hent
ic
Inte
ntio
nal
5.
use
enco
urag
es te
ache
rs to
refle
ct o
n pr
actic
e.
R
edef
initi
on
A
ctiv
e
Aut
hent
ic
Inte
ntio
nal
6.
allo
ws t
each
ers t
o be
des
igne
rs o
f cr
eativ
e le
arni
ng e
xper
ienc
es.
Red
efin
ition
Act
ive
Cha
pter
8: D
iscu
ssio
n 17
9
Rol
e of
dig
ital t
echn
olog
y (g
ener
ic)
(RQ
1)
Rol
e of
dig
ital t
echn
olog
y (E
cono
mic
s an
d B
usin
ess)
(RQ
1)
Rol
e of
tech
nolo
gy (E
cono
mic
s an
d B
usin
ess)
(S
urve
y Ite
m 3
)
Cha
ract
eris
tics o
f mea
ning
ful
lear
ning
(Jon
asse
n, 1
990)
A
uthe
ntic
Inte
ntio
nal
7.
allo
ws a
shift
from
teac
her-
to
stud
ent-
cent
red
lear
ning
.
allo
ws s
tude
nts t
o pr
ogre
ssiv
ely
take
ow
ners
hip
of th
eir l
earn
ing.
Red
efin
ition
Act
ive
C
onst
ruct
ive
C
oope
rativ
e
Aut
hent
ic
In
tent
iona
l 8.
en
gage
s stu
dent
s.
En
gage
men
t
Act
ive
C
onst
ruct
ive
C
oope
rativ
e
Aut
hent
ic
In
tent
iona
l 9.
pr
ovid
es im
med
iate
feed
back
to
stud
ents
.
En
gage
men
t
Act
ive
C
onst
ruct
ive
In
tent
iona
l. 10
. allo
ws a
cha
nge
in th
e re
latio
nshi
p be
twee
n te
ache
rs a
nd st
uden
ts.
Red
efin
ition
Coo
pera
tive
In
tent
iona
l 11
. can
cha
nge
the
way
that
stud
ents
in
tera
ct w
ith c
onte
nt a
nd th
e w
ay th
at
cont
ent s
kills
are
dev
elop
ed.
Red
efin
ition
Act
ive
C
onst
ruct
ive
C
oope
rativ
e
Aut
hent
ic
In
tent
iona
l 12
. can
cha
nge
the
way
that
stud
ents
in
tera
ct w
ith e
ach
othe
r.
prov
ides
the
oppo
rtuni
ty fo
r co
llabo
ratio
n be
twee
n stu
dent
s to
solv
e un
fam
iliar
pro
blem
s.
R
edef
initi
on
C
oope
rativ
e
Inte
ntio
nal
13. h
elps
dev
elop
skill
s for
stud
ents
as
prep
arat
ion
for t
he re
al-w
orld
.
A
uthe
ntic
ity
A
uthe
ntic
Inte
ntio
nal
180 Chapter 8: Discussion
Table 8.1 further categorises the generic and specific roles identified in this study in
response to Research Question 1 against the role of technology in Economics and Business
(from the findings from Survey Item 3) (Section 6.3) and the identification of the
characteristics of meaningful learning using technology (Jonassen, 1990; Jonassen et al.,
2004) (see Sections 6.9.2, Table 6.8). This additional mapping serves to corroborate the
identification of these roles within the study and the existing literature.
The responses to Item 3 (Section 6.3, Table 6.3) yielded beliefs that the roles of ICT
in the teaching of Economics and Business included: (i) Authenticity (evident through
references to currency and real-world activities; (ii) Redefinition; (iii) Engagement; and, (iv)
Support. The generic and specific roles described in Table 8.1 can be linked to three of these
previously identified roles (with one instance of multiple links): Authenticity (n=21.43%);
Engagement (n=3, 21.43%); and, Redefinition (n=8, 57.14%). The majority are therefore
related to Redefinition, named after a component of the SAMR Model (Puentedura, 2006)
(Section 4.4) indicating a belief that teaching and learning would not be possible without
digital technology and that the affordances (qualities and characteristics) that digital
technology brings to teaching and learning afford unique opportunities (see also Section
6.3.2).
The characteristics of meaningful learning described by Jonassen (1999) were:
Active (Manipulative/Observant); Constructive (Articulative/Reflective); Cooperative
(Collaborative/Conversational); Authentic (Complex/Contextual); and, Intentional (Goal-
directed/Regulatory) (Section 1.6.2, Figure 1.3). This set of characteristics is widely used in
the research literature (see, for example, Harmes et al., 2016) and is integral to the analysis
of Survey Items 3, 4 and 7 (see Section 6.9.2, Table 6.8). Table 8.1 illustrates all of
Jonassen’s (1990) characteristics frequently with multiple links: Active (n=9, 22.5%);
Constructive (n=4, 10%); Cooperative (n=5, 12.5%); Authentic (n=5, 12.5%); and,
Intentional (n=13, 32.5%). The majority of roles identified in this study therefore represent
the intentional characteristic which is where goals and planning strategies for achieving them
are articulated. In the “top” level of the TIM (Technology Integration Matrix) (Harmes et al.,
2016), namely Transformation, the intentional characteristic is noted when a teacher creates
a rich learning environment in which technology use is integral, seamless, and indispensable.
8.2 Research Question 2
The second research question was concerned with challenges and disruptions to practice. It
asked:
Chapter 8: Discussion 181
What are the challenges and disruptions faced by teachers in the adoption of
immersive educational simulations into their teaching practice within the Economics
and Business curriculum area?
In this study, teachers faced a number of challenges and disruptions in the adoption of the
PierSim Business Island simulation. These have been addressed in the Findings chapters of
this thesis (see Chapters 6 and 7).
In the interview findings, challenges and disruptions were discussed discretely (see
Sections 7.2.2 and 7.2.3). The challenges were described in terms of the TPACK model
(Koehler & Mishra, 2008; Mishra & Koehler, 2006), particularly: technological knowledge
(TK); technological pedagogical knowledge (TPK); content knowledge (CK); pedagogical
content knowledge (PCK); and technological pedagogical content knowledge (TPACK). The
sources of disruption, derived through thematic analysis, were: (i) novel format of the
simulation, (ii) the open-endedness of learning experiences, (iii) the changes in the roles of
and relationships between teachers and students, and (iv) a shift in ownership of learning
experiences from teacher to student.
There was a dedicated item in the survey relating to disruption (Item 5, see Section
6.5) which produced mixed results in that the majority of respondents “misunderstood” what
was being asked and associated disruption with time, technical issues or student behaviour
such as noise. For example, Respondent 3 offered that “disruptive” was the opposite of
“engaging and practical” (see Section 6.9.1, Sample Profiles). Those who had grasped the
intended meaning of the question were articulate and reflective in their responses, for
example (and as previously cited in Section 6.5), Respondent 14 offered that:
PierSim can disrupt traditional methods of teaching business, where the teacher is
the source of all information and can lead students through strategic management.
This environment turns learning around, where students can teach their teachers
how to respond to business challenges. … it is an exciting and enjoyable process
where the students reflect heavily on what they did and what they could do better.
The key challenge and disruption that emerged through the data collection, however,
was the impact that the in- and out-worlds learning environments (see Sections 2.2 and 7.1,
Figure 7.1) had on the teachers’ pedagogical practice, particularly in how teachers addressed
the curricular demands of the Australian Curriculum (see Section 3.3).
As noted in Chapter 3, the Australian Curriculum reinforces the importance of
effective ICT integration through its advocacy for the ACARA ICT General Capability as a
key dimension that affects all curriculum areas. The aims of this is to allow students to
182 Chapter 8: Discussion
“access, create and communicate information and ideas, solve problems and work
collaboratively” (ACARA, n.d.-g, para. 1).
The “organising elements” of the ACARA ICT General Capability are designed to
build upon students’ knowledge, understanding and engagement with ICT (see Figure 3.1).
Three of the five elements are used here to organise and report on the pedagogical challenges
and disruptions faced by teachers in adopting the PierSim Business Island simulation. They
are: Creating with ICT; Communicating with ICT; and, Managing and operating ICT.
8.2.1 Creating with ICT
The introduction of the PierSim Business Island Simulation in Economics and Business has
allowed teachers to explore learning activities that allow students to engage with the ICT to
enhance their learning. The “creating with ICT” element of the ICT Capability is where:
Students use ICT to generate ideas, plans and processes that clarify a task or steps,
and generate and manage digital solutions to challenges arising from learning
activities or responding to a need or creative intention. In developing and acting
with ICT capability, students:
generate ideas, plans and processes
generate solutions to challenges and learning area tasks.
(ACARA, n.d.-d, para. 1, emphases added)
Teachers mentioned that students were faced with the challenge of making financial
plans explaining how they would source their funding and determine whether incurring
certain levels of debt in the business’s infancy was feasible. Therefore, teachers reflected that
the simulation was effective in providing a different approach to teaching students about the
setup costs of an organisation and the importance of having sound financial recording
processes in place so that appropriate tracking of funds was evident. Teachers also
commented that the adoption of the “Artificial Intelligence” (AI) to provide data on changing
interest rates and loan repayments throughout the trading period, enabled students to develop
appropriate financial strategies to respond to market conditions and meet the short-term and
long-term financial obligations of the virtual trading business. In this instance, disruption
was created through unexpected actions and circumstances.
The recount of practice presented in Section 8.1.1, in response to Research Question 1,
includes instances of learning experiences which allow students to “create” in both the in-
and out-worlds. Pertinent examples are students’ use of Retail Island to develop their
marketing strategies. Further to this, teachers were also able to help students “create
solutions to challenges and tasks” using the specific HR roles, namely, Chief Executive
Officer (CEO), Chief Marketing Officer (CMO), Chief Operating Officer (COO) and Chief
Chapter 8: Discussion 183
Financial Officer (CFO) within each business. They also encouraged students to practise
their understanding of various HRM issues by responding to the ever-changing HUD levels.
The design of the HUD in the PierSim Business Island Simulation provided teachers with the
capability of showing the implications of how HRM plays a vital role in the vision and
operations of the virtual businesses in real time. Teachers were then able to expand of the
rigour of this particular Content Knowledge (CK) area by introducing students to developing
Key Performance Indicators (KPIs) based on these distinct HR portfolios. Again, teachers
demonstrated that their focus was more predominately focussed on realising the potential of
teaching more advanced HRM concepts and practices with the aid of creating learning
experiences using these ICT tools within the program that were specifically designed to
focus on HRM.
In each instance of “creating with ICT,” teachers rose to the challenge posed by the
technology and have made meaningful use of the available functions. They have shown it is
possible to deal with disruption to existing practice by finding new ways to engage students
in the content of Economics and Business (see Section 7.2).
8.2.2 Communicating with ICT
The “communicating with ICT” element of the ICT Capability:
… involves students understanding and using appropriate ICT to communicate with
others.
Students use ICT to share ideas and information to collaboratively construct
knowledge and digital solutions. They develop an understanding of the context when
communicating using ICT, including a sense of the audience, the form of
communication, the techniques used and the characteristics of the users and the
technologies. In developing and acting with ICT capability, students:
collaborate, share and exchange
understand computer-mediated communications.
(ACARA, n.d.-c, para. 1, emphases added)
Communicating in a virtual environment is disruptive in that it changes the roles and
relationships between teachers and students. Teachers have responded to the challenge of
facilitating the organising element of communicating with ICT through an immersive
educational simulation. The way that teachers offered opportunities for communication and
collaboration within the in- and out-worlds have been described in Section 7.2.3, which
presented instances of transformative practice. Specific reference was made to how Carolyn
made use of the in-world chat function to communicate with her students and for them to
184 Chapter 8: Discussion
communicate with each other. It matters little that the communication tools exist within the
simulation, what is critical is the intentional use that the teacher has found for the chat
function. Bronack et al. (2008) explained that:
…. communication and collaboration tools, while necessary, are not sufficient to
encourage and promote community among learners. Presence Pedagogy requires that
these mediated interactions be ongoing and intentional to build into the world an
expectation that students will interact when logged into the world and that these
interactions, whether planned or serendipitous, are an integral part of the students’
coursework” (p. 64).
Therefore, exploration of the “communicating with ICT” organising element of the
ACARA ICT General Capability is important to determine how such tools within the
PierSim Business Island Simulation can be adopted by the teachers to promote the
“collaborative construction of knowledge” in an engaging manner.
8.2.3 Managing and operating ICT
The “managing and operating ICT” element of the ICT Capability:
… involves students managing and operating ICT to investigate, create and
communicate. Students apply technical knowledge and skills to select, use and
troubleshoot appropriate digital technologies. They develop an understanding of
hardware and software components, and operations of appropriate ICT systems,
including their functions, processes, procedures and devices. Students apply
technical knowledge and skills to efficiently and securely manage and maintain
digital data. In developing and acting with ICT capability, students:
select and use hardware and software
understand ICT systems
manage digital data.
(ACARA, n.d.-j, para. 1, emphases added)
The survey findings suggest that students “love to engage with digital devices” [Respondent
14] and that they “prefer using technology” [Respondent 2] (see Section 6.3.3). Despite this
interest and presumed digital fluency, a disruption occurred when the students were initially
faced with as unfamiliar a learning environment as the teachers. The physical design of the
PierSim Business Island Simulation includes five islands (as discussed in Section 2.2.1)
where students navigate their way to establish and operate their virtual business. In addition
to this “virtual reality” simulation that adopts avatars to replicate the Human Resource
Management (HRM) of a particular business, each company also accessed the web-based
“Administration” portal where they are able to view “real-time” data of the progress of their
Chapter 8: Discussion 185
organisation as well as upload documents/files to be embedded within the virtual trading
environment. These two online environments provide an opportunity for interaction and
collaboration between students, their businesses and the teacher. Therefore, teachers needed
to become aware of the purpose and functionality of both of these online environments so as
to structure their lessons appropriately and, in turn, to deal with the disruption caused by the
new environment.
Teachers, initially, responded to this challenge by allowing students to enter in-world
and explore for themselves how to move between the different islands (e.g., Wholesale
Island and Retail Island) and determine the most effective way to purchase products from
other business and sell their range of products to their customers. The ability for teachers to
facilitate students constructing their own business trading environment, enabled the students
to quickly transfer their knowledge of small business management to their virtual businesses.
In the beginning phases of its implementation, interview subjects reported that the
technical issues experienced by the students included: the program “freezing” on the laptops;
the avatars not appearing in-world; and the “virtual reality” simulation not communicating in
“real-time” to the “Administration” portal. While teachers acknowledged that IT Support
was available during these lessons to “fix” the technical glitches, some commented that the
disruption affected students’ interest in being exposed to this unique learning experience.
The teachers interviewed offered that they needed to become more “adaptable” to
the disruption of the changing conditions in the classroom so as to be able to troubleshoot the
technical issues while still providing students with opportunities to practise their learnt
knowledge throughout the lesson. They said that they needed to “persevere” through such
technical glitches and motivate students to remain focussed on the learning activities.
Further, they needed to rely on their learnt Technological Knowledge (TK) to be
able to provide general IT advice to students in order to troubleshoot any issues that arise.
They were not fazed by a lack of advanced understanding of the technical aspect of the
simulation as they were able to still able to navigate their way through the program and
could still assist students in general IT issues that arose.
In interview, relating to the management and operation of ICT, Rose commented that
when she teaches introductory accounting using the simulation, students are able to establish
their online recordkeeping package and record transactions “real-time” which enables them
to view the automatically-generated financial statements. This “real-time” data encourages
students to make more informed decisions when devising appropriate strategies to improve
their business’ performance and positions within the “in-world’s” marketplace. She believes
students take pride and ownership in their learning as they are able to be directly accountable
186 Chapter 8: Discussion
for their business’ income and expenditure. In terms of economics, Rose allows students to
explore a range of macro-economic and micro-economic issues that can be simulated “in-
world.” She primarily achieves this through adopting the role of the government and
imposing certain economic scenarios to allow students to determine the “economic problem”
and assess the environment using the economic indicators, before implementing agreed
recommendations to improve the current situation. She mentioned that this approach is
particularly effective when students participate in a “cost-benefit-analysis” for the business
and explore the “opportunity costs” for their business operations. Rose also communicated
that she is able to provide students with a deeper understanding of the “price mechanism” as
students can directly see how prices changes in-world cause equality between the supply and
demand in the virtual marketplace.
Rose observed how easily most students could navigate their way around the islands
without any real formal instruction. She stated that they were very good with understanding
that concept of where they had to go and what they have to do in order to maintain their
business operations. She realised, however, that students were surprisingly less confident
out-world when it was time to negotiate with other businesses and collectively develop a
strategic plan in order to respond to the imposed natural disaster. Rose reflected that she was
“glad” to have quite a few trial days where students participated in the trading environment
without her introducing them to any scenarios. She commented that “it was hard at first for
them to understand that they were actually running a real-time business that would be greatly
affected by the ever-changing market conditions of both the in- and out-worlds
environments.” However, Rose was pleased by the end of the last normal trading session as
most students “really clued into what was happening” and were well prepared for the
impending natural or economic disaster.
Diana similarly noted that students are initially overwhelmed and are quite reluctant to
use their avatar to commence rigorous trading, not because they did not know what to do but
rather because they lacked confidence in their abilities to be able to respond to the conditions
imposed on them by the program’s Artificial Intelligence (AI). She stated that:
… once the students can get over that initial fear factor of a new technology and they
have a few goes at it, then they’re actually quite excited to use the program to show
their skills in the other areas.
Carolyn recognised that the PierSim Business Island Simulation allows for the
“unknown” and also allows for different groups of students to interact with the technology in
ways they might not have experienced outside of this particular learning experience. Carolyn
admitted that she relied on a multiplicity of approaches to maximise the experiences for her
Chapter 8: Discussion 187
students so that they were able to capitalise on the out-world business decision-making
before applying such strategies to their in-world trading environment.
8.2.4 Summary of response to Research Question 2
This research question (RQ2) was concerned with the challenges and disruptions faced by
teachers in the adoption of immersive educational simulations in the teaching of Economics
and Business. The defining of challenges and disruptions in this study drew on the
understanding that they frequently displace established practices or make them obsolete
(Bower & Christensen, 1995; Christensen, 1997; Kilkkia et al., 2018) (see Section 6.5).
The specific disruptions faced by the participants in this study include a break from
traditional modes of delivery of information and skill and an end to the teacher being the
source of all information (see Section 6.5). Every disruption posed a challenge in terms of
how teachers reacted and how they changed their practice in response. This section has
presented how challenges have been met in terms of the ICT Capability, a key dimension of
the Australian Curriculum (see Section 3.3.1, Appendix A): Creating with ICT;
Communicating with ICT; and, Managing and operating ICT: Creating with ICT. Each
instance reported by participants also inform the response to Research Question 4 which
attempts to determine the extent and nature of changes to teachers’ practice and beliefs.
8.3 Research Question 3
Angeli and Valanides (2009) argued that teachers adopting emerging technologies in their
practice should focus on “establishing [the] pedagogical connections between the
affordances of technology and the teaching of a particular content domain” (p. 155). This
argument has influenced the third research question which asked:
What are the pedagogical connections between the affordances of the technology and
the teaching of a particular content domain noted by teachers in the adoption of
immersive educational simulations into their teaching practice within the Economics
and Business curriculum area?
Research Question 3 has two components: “affordances” and “pedagogical
connections.” Affordances have been noted through the thesis. For example, the online
survey identified a number of affordances, described as perceived benefits, of digital
technologies in teaching and learning (see Sections 6.3 and 6.4, Figures 6.1-6.3). These
included: authenticity, collaboration, redefinition and engagement. In terms of learning,
affordances as “characteristics” include: interactive, immersive, constructive and reflective.
The interview data also yielded rich descriptions of the affordances of the simulation
described in terms of transformative practices (see Section 7.2.3). These were: active,
188 Chapter 8: Discussion
constructive, collaborative, authentic and intentional (goal-directed). Figure 8.1 extends the
diagram presented as Figure 6.3 to include (from the outer rim) the affordances identified
through the interviews. The inner concentric circles represent the eight survey items with
specific attention given to Items 3, 4 and 7.
Figure 8.1. Grouping of affordances by meaningful characteristics (after Jonassen, 1990).
This section, in response to Research Question 3, offers a list of the “pedagogical
connections” which, in essence, attempt to explain how the affordances of the simulation are
put to work in achieving learning outcomes for students. They are the outcome of what
Chapter 8: Discussion 189
Thomas had described as designing of lessons using the “unique characteristics” of the
simulation to create authentic learning experiences (see Section 7.2.1).
The following is categorised as: (i) Teaching affordances, which view the learning
experiences from the perspective of the teacher (Section 8.3.1); and, (ii) Learning
affordances, which view the learning experiences from the perspective of the student
(Section 8.3.2). These are revisited in the summary of this chapter (see Section 8.5, Table
8.1).
8.3.1 Pedagogical connections to teaching affordances
The “teaching affordances” listed in this section have been drawn from survey and interview
data. They can be identified within the description of teacher practice provided in response to
Research Question 1 and in several of the tenets of “presence pedagogy” described by
Bronack et al. (2008).
Managing the learning environment: The teachers’ manipulation of the variables of the
simulation to create scenarios such as financial crises, natural disasters, pandemics and
industrial action afford opportunities for active learning, that is, where students work on
meaningful tasks including making adjustments and observing the results. This
affordance was a common theme in the interviews (see Sections 7.1.1, 7.1.3, 7.2.2 and
8.2.3) and in the discussion of pedagogical content knowledge and disruptions.
Developing scenarios is a feature of Active Learning, Constructive Learning, Authentic
Learning and Goal-Directed (Intentional) Learning at Transformation level.
Real-time responsiveness: Thomas and Diana both agreed that the “real” benefit is that
the teacher can embed decisions from the “out-world strategy” in the in-world in real
time. This means that the students can see first-hand the outcome of their strategic
decision-making and can, thus, reflect on the implications and consequences of their
decision-making strategies. This pedagogical connection is aligned with the affordance
of experiential learning (see Section 7.1.2).
Encouraging higher order thinking: The simulation, through its open-endedness,
encourages students to solve problems and to apply theory to complex unfamiliar
problems. In her response to Item 7 in the online survey, Carolyn offered that “PierSim
is a dynamic learning environment that … activate[s] students’ higher order thinking
skills thus improving their ability to apply learnt theory to real-world practice” (see
Section 6.7). Diana admitted that, while a more traditional pedagogical approach such as
using YouTube clips or delivering content via PowerPoint can be effective at times, she
believes they need to be complemented with the real-world practice of Economics and
190 Chapter 8: Discussion
Business concepts so as to promote higher-order skills. Students have the chance in
PierSim to show their knowledge of the Marketing Management strategies that are
taught in class. Diana explained how she has been able to provide different scaffolded
scenarios to aid the students in their strategic decision-making for their business
operations. This is where she thought that learning experiences became “quite
interesting” as she was able to directly modify the business environment to test the
flexibility and the management skills of each business. She believed that by being able to
make such modifications to the in-world environment, she is able to promote higher
order thinking skills and authentically assess students’ understanding of theory.
Pearl reflected that, for her, placing the same level of importance on the in- and
out-worlds became a:
…very necessary way, I guess, of examples of higher order of thinking in a sense
that once they [students] became comfortable with the content and the technique,
they were actually able to use that knowledge base to refine their skill and to refine
their understanding about how things work in the real-world.
References to higher-order thinking were evident in the discussion of changes to
teaching practice (Section 7.2) and Authentic Learning at Transformation level (Section
7.3.4).
Encouraging critical thinking: Carolyn believes that the simulation forces students to
really question their own business planning model before they see it executed “in-
world.” Students soon realise that they have very limited time in-world to actually
implement their strategies; therefore, progress through the stages of the trading cycle
quite quickly and intentionally to generate desirable profit margins. As a result, she
noted that the students were very orderly and focussed on what they were doing in-world
and were more effective in their questioning of other businesses out-world when
collaboratively responding to specific scenarios imposed on them. A connection was
implied between students’ capacity for critical thinking and their content knowledge.
Scaffolding student learning: The expected form of an educational simulation is that the
learning is programmed within the simulation. PierSim Business Island allows the
teacher to scaffold the students’ learning, typically in the out-world. Pearl, in her
response to Item 7 in the survey, offered that “best results are obtained with there is
facilitation through external activities both before and after the interactive event” (see
Section 6.7). Thomas explained, in interview, that the in-world was supported by the
teaching of Economics and Business concepts in the “out-world.” He further explained
that the structuring of teaching in the particular environment required thought about how
Chapter 8: Discussion 191
he incorporates theory into the classroom. The approach he believes works best is to
have a theoretical session which provides the students with the required knowledge.
Subsequently, he mentioned that it is important to have a debriefing session afterwards
where the entire class explores the learning that took place. These strategies describe
how student learning could be scaffolded in the out-world.
Rose described a way to scaffold student learning within the in-world. She spoke
of her use of the Chat function in-world which she used to pose questions that would
naturally require feedback from each of the groups. Carolyn also used the in-world Chat
function when implementing a natural disaster scenario. Acting as the government, she
made broadcast announcements via the chat function to alert the groups to the impending
disaster. This heightened the students’ excitement and was particularly effective in
allowing her to observe the students’ reactions in real time to the imposed scenario.
Open-ended problems: The outcome of the simulation is driven by students’ actions
rather than predetermined by the simulation. Thomas stressed that the PierSim Business
Island simulation is “non-linear,” meaning that most existing technology-based programs
are linear and once students “crack them” (meaning that they provide the pre-determined
answer), the students then follow the same process to achieve the same output. Whereas,
non-linear programs, like PierSim, constantly change the conditions and outcomes so as
to continually challenge students’ thinking and decision-making of their own actions in
being able to respond to the changing marketplace. This level of flexibility of the
program, in the sense that it can be used to create holistic environments, but it also can
be used to teach a very specific element within the program, allows the teacher to
become quite creative in their approach to teaching the business and economic concepts,
as well as continue to explore “real-life” issues that can be applied as scenarios within
the simulation. Rose believes that the students begin to become the “drivers” of their
learning as they become immersed in both in- and out-worlds that they directly influence
the direction of the learning outcomes. Open-endedness (and open-ended problems)
were referenced in discussion of pedagogical content knowledge (PCK) (Section 4.3.2)
and disruptions to teaching practice (Section 7.2.2). It can be aligned to Bronack et al.’s
(2008) tenet relating to “encouraging exploration and discovery” (see Table 4.1).
Teaching concepts holistically: Thomas and Diana made reference to the fact that while
they try to promote an integrated approach to teaching Economics and Business, they
commonly taught each concept in isolation and had variable experiences of how skillsets
from those different areas in business would work together to make it a successful
business. Both Thomas and Diana felt that, in traditional pedagogy, there was little
integration occurring in terms of understanding how the business concepts and principles
192 Chapter 8: Discussion
work together or how they link with all the other elements that a particular manager has
to encounter in their daily role. References to teaching concepts holistically are
addressed along with Authentic Learning at Transformation level (Section 7.2.7).
Teachers’ redefinition of their role: The capacity for teachers to adopt new/revised roles
is a necessary condition for active and experiential learning. In interview, teachers
described themselves in a range of roles including consultant, advisor and mentor. In
addition, there was the metaphorical role of “anchor” offered in describing the stability
and direction that the teacher brings to a dynamic learning environment (see Section
7.2.2). It can be aligned to Bronack et al.’s (2008) tenet relating to “stimulating
background knowledge and expertise” (see Table 4.1).
Teacher:student relationship: Interview subjects frequently alluded to a change in their
relationship with their students as a consequence of the change in their role. Rose noted
that her professional working relationship with her students changed as a result of using
the PierSim Business Island Simulation. She commented that she was not the one to
“typically stand in front of the classroom and tell them what to do” as her focus was
primarily on creating an inclusive environment where students would lead the discussion
and interactions amongst each other. It can be aligned to Bronack et al.’s (2008) tenet
relating to “capitalising on the presence of others” (see Table 4.1).
8.3.2 Pedagogical connections to learning affordances
In many instances, the “learning affordances” are the obverse or “flip-side” of teaching
affordances. Each is the product of a deliberate action or design of a learning experience, and
each takes advantage of a particular affordance of the PierSim Business Island simulation.
Experiential learning: The simulation, through its immersive format, allows students to
“experience” the concepts of Economics and Business as opposed to simply learning
about them. Carolyn, in particular, explained that the simulation has allowed her to teach
the concepts of Economics and Business differently, that is, applying theory to practice
as opposed to looking at practice to explain the concepts. When asked about teaching
specific theoretical concepts in Economics and Business, Thomas explained that he
approached the teaching of these concepts differently from traditional practice. For
example, he explained that when he was teaching the topics of Marketing Management,
Operations Management, Human Resource Management and some of the Economics
concepts (for example, the circle or flow of income), he had to:
Chapter 8: Discussion 193
… rethink how the interrelationship between these concepts and the real-world
practice of business would be simulated through the program, as opposed to simply
informing students of the concepts through a more traditional method of teaching.
Thomas commented that there is “nothing that he knew of that comes even close
to being able to reproduce this ‘real-world’ level of complexity in any educational
learning environment” for secondary school students. Experiential learning is a feature
of Authentic Learning at Transformation Level (see Section 7.3.4). It rests with
understandings of both active and authentic learning. It can be aligned to Bronack et al.’s
(2008) tenets relating to “encouraging exploration and discovery” and “delineating
context and goals” (see Table 4.1).
Immediacy (Feedback): Immediacy also relates to the feedback that students receive in
the in-world. Thomas noted the value of the cause-and-effect impact of students
“actually see[ing] that something like that has a multifaceted impact on the way
businesses run and the way the economy reacts.” References to “real time” and
immediacy were typically in conjunction with descriptions of the scenarios and students’
responses to them.
Students adopting managerial roles: The adoption of managerial roles can be interpreted
as active learning. Having a role affords each student an opportunity to see the team’s
business problems from a specific perspective with specific responsibilities. Pearl
commented that role-playing within and through the simulation cannot be compared to
how she allowed students to adopt roles in a more traditional sense. When she previously
asked students to adopt the role of the Human Resource Manager and role play aspects
of the recruitment process, students would typically engage with this but there was no
sense of “realism.” Whereas, students adopting the specific roles in the PierSim Business
Island Simulation, allows them to become immersed in their specific duties and provides
more “realism” and they can actually see the implications of their actions in-world which
she could not artificially create in other classroom activities as successfully. It is of
interest to note that students experienced little difficulty in moving between the in- and
out-worlds and through one world to the other. Pearl reflected that:
… I find that when … students [are put] into groups and they adopt roles, such as
Financial Manager, Human Resources Manager, Marketing Manager and
Operations Manager, they actually participate and take on those roles with a deal of
sincerity and realism. They really get into it! If I was not to use a virtual
environment to do that artificially, it would lose some of the authenticity of it. Then
when they come to the out- world, they leave that persona or that role in-world and
194 Chapter 8: Discussion
are able to look at it objectively to work out what it is they think they did well at and
perhaps even discuss what other roles in the group did and performed.
This affordance was referenced in regard to Collaborative learning at Transformation
level (Section 7.3.3).
Collaboration. The organisation of students into teams creates genuine purposes for
collaboration. In his response to Item 7 in the online survey, David offered that:
We mainly use it for group work to ensure that a team environment and working
with peers is the main focus. As it is in groups and not the normal classroom
teaching environment, the students do seem to remain generally more focused and
will engage in the activity for longer periods than if it was another individual paper-
based task.
Pearl described the value of collaborating by referring to how “small groups
allow the ability of brainstorming of ideas … and provides a safety net for students
who recognise the weaknesses in their own learning.” Further, Thomas offered that:
Working through a simulated environment and the necessity to work
collaboratively in a competitive arena often provides students new insights into
their own capabilities and shortcomings.
The affordance of collaboration was referenced in discussions of the duality of the
in- and out-worlds (Section 7.1.3) and in discussions of Collaborative learning at
Transformation level (Section 7.3.3). It can be aligned to Bronack et al.’s (2008) tenets
relating to “facilitating interactions and encouraging community” and “supporting
distributed cognition” (see Table 4.1).
Students taking ownership of their learning: Similarly, Pearl explained that she adopted
specific student-centred strategies in the out-world in which students were encouraged to
ask strategic questions in response to the scenarios that had been imposed on the in-
world. Students would then conduct investigative research to gauge how the real-world
markets dealt with similar disasters and then they would, in groups, develop appropriate
strategies that they would implement in-world. Through adopting questioning techniques
out-world, students were able to also write scenarios to different types of questions.
Pearl believed the benefit of having the in-world complement the out-world meant that
students were able to see in-depth interactivity of how their avatar could be manipulated
to represent the findings from their research. Pearl believed that this particular student
focus allowed them to take ownership of their strategic decision-making in ways not
possible in traditional classrooms.
Chapter 8: Discussion 195
Rose, when teaching Financial Management, allowed the students to decide on
how to record each of their business’s transactions. She said that, at first, the students
complained that they did not know how to best do this. In response, Rose encouraged
them to research how real-world businesses in their chosen industry record transactions.
Students began to investigate issues pertaining to Financial Management and became
more engaged when they could customise their recordkeeping system to their particular
operational needs. By not prescribing a process, Rose’s students took ownership of their
learning. Ownership was referenced in discussions of pedagogical content knowledge
(Section 7.2.1) and disruptions to teaching practice (Section 7.2.2).
8.3.3 Summary of response to Research Question 3
This research question (RQ3) was concerned with the pedagogical connections between the
affordances of the technology and the teaching of a particular content domain, namely,
Economics and Business. Affordances were represented through the thesis (as drawn from
differing research sources) as benefits, characteristics and themes. They were collated in
Figure 8.1. This section has identified teaching affordances as distinct from but related to
learning affordances (to be extended into the relational schema developed in conclusion to
this chapter) (see Section 8.5). The affordances identified in response to RQ3 are
summarised in Table 8.2.
Table 8.2
Pedagogical connections of affordances
Teaching affordances Learning affordances
Managing the learning environment
Real-time responsiveness
Encouraging higher order thinking
Encouraging critical thinking
Scaffolding student learning
Open-ended problems
Teaching concepts holistically
Teachers’ redefinition of their role
Teacher:student relationship
Experiential learning
Authentic learning
Immediacy (Feedback)
Students adopting managerial roles
Collaboration
Students taking ownership of their
learning
196 Chapter 8: Discussion
There are clear connections between the response to Research Questions 1 and 3.
These connections are evident in Table 8.3 which adds the teaching and learning affordances
identified in RQ3 to the mapping of the findings of RQ1, the roles of technology (identified
in Survey Item 3) and the characteristics of meaningful learning (Jonassen, 1990) as
presented in Table 8.3. The generic and specific roles identified are linked to multiple
teaching and learning affordances.
Cha
pter
8: D
iscu
ssio
n 19
7
Tabl
e 8.
3
Sum
mar
y of
affo
rdan
ces a
nd p
edag
ogic
al c
onne
ctio
ns o
f the
Pie
rSim
Bus
ines
s Isl
and
Sim
ulat
ion
Rol
e of
dig
ital t
echn
olog
y (g
ener
al)
(RQ
1)
Rol
e of
dig
ital t
echn
olog
y (E
cono
mic
s and
Bus
ines
s)
(RQ
1)
Teac
hing
Aff
orda
nce
(RQ
3)
Lear
ning
Aff
orda
nce
(RQ
3)
Rol
e of
tech
nolo
gy
(Eco
nom
ics a
nd
Bus
ines
s)
(Sur
vey
Item
3)
Cha
ract
eris
tics o
f m
eani
ngfu
l le
arni
ng (J
onas
sen,
19
90)
mak
es “
lear
ning
exc
iting
, le
arni
ng fu
n, le
arni
ng
enga
ging
and
lear
ning
m
eani
ngfu
l”.
en
gage
s stu
dent
s in
Econ
omic
s and
B
usin
ess c
once
pts a
nd
proc
esse
s.
enga
ges s
tude
nts i
n a
rang
e of
rese
arch
ac
tiviti
es.
M
anag
ing
the
lear
ning
en
viro
nmen
t
A
uthe
ntic
lear
ning
Expe
rient
ial
lear
ning
A
uthe
ntic
ity
En
gage
men
t
Red
efin
ition
A
ctiv
e
Aut
hent
ic
In
tent
iona
l
is c
ritic
al to
the
supp
ort o
f th
e le
arni
ng e
nviro
nmen
t.
enac
ts c
urric
ular
ob
ject
ives
Man
agin
g th
e le
arni
ng
envi
ronm
ent
Red
efin
ition
Act
ive
Inte
ntio
nal.
enab
les t
he c
reat
ion
of
open
-end
ed p
robl
ems w
ith
no d
efin
ite so
lutio
n.
pr
ovid
es th
e op
portu
nity
for
stud
ents
to b
e re
flect
ive
and
to
enga
ge in
eva
luat
ive
prob
lem
-sol
ving
.
prov
ides
the
oppo
rtuni
ty fo
r st
uden
ts to
eng
age
in
high
er-o
rder
thin
king
.
allo
ws s
tude
nts t
o te
st
thei
r kno
wle
dge
by
En
cour
agin
g hi
gher
or
der t
hink
ing
En
cour
agin
g cr
itica
l th
inki
ng
O
pen-
ende
d pr
oble
ms
A
uthe
ntic
lear
ning
Aut
hent
icity
Act
ive
A
uthe
ntic
Inte
ntio
nal.
198
Cha
pter
8: D
iscu
ssio
n
Rol
e of
dig
ital t
echn
olog
y (g
ener
al)
(RQ
1)
Rol
e of
dig
ital t
echn
olog
y (E
cono
mic
s and
Bus
ines
s)
(RQ
1)
Teac
hing
Aff
orda
nce
(RQ
3)
Lear
ning
Aff
orda
nce
(RQ
3)
Rol
e of
tech
nolo
gy
(Eco
nom
ics a
nd
Bus
ines
s)
(Sur
vey
Item
3)
Cha
ract
eris
tics o
f m
eani
ngfu
l le
arni
ng (J
onas
sen,
19
90)
appl
ying
it to
un
fam
iliar
pro
blem
s. ca
n ch
ange
the
way
te
ache
rs te
ach.
requ
ires a
stud
ent-
cent
red
appr
oach
to
teac
hing
.
allo
ws a
n as
sess
men
t of
stud
ent l
earn
ing
at a
de
ep ra
ther
than
su
perf
icia
l lev
el.
Sc
affo
ldin
g st
uden
t le
arni
ng
Te
achi
ng c
once
pts
holis
tical
ly
Red
efin
ition
Aut
hent
ic
Inte
ntio
nal.
use
enco
urag
es te
ache
rs to
re
flect
on
prac
tice.
Te
ache
rs’
rede
finiti
on o
f the
ir ro
le
Red
efin
ition
Act
ive
A
uthe
ntic
In
tent
iona
l. al
low
s tea
cher
s to
be
desi
gner
s of c
reat
ive
lear
ning
exp
erie
nces
.
Teac
hers
’ re
defin
ition
of t
heir
role
Ex
perie
ntia
l le
arni
ng
R
edef
initi
on
A
ctiv
e
A
uthe
ntic
Inte
ntio
nal
allo
ws a
shift
from
teac
her-
to
stud
ent-
cent
red
lear
ning
.
al
low
s stu
dent
s to
prog
ress
ivel
y ta
ke
owne
rshi
p of
thei
r le
arni
ng
Te
ache
r:stu
dent
re
latio
nshi
p
Stud
ents
ado
ptin
g m
anag
eria
l rol
es
St
uden
ts ta
king
ow
ners
hip
of th
eir
lear
ning
R
edef
initi
on
A
ctiv
e
Con
stru
ctiv
e
Coo
pera
tive
A
uthe
ntic
Inte
ntio
nal
enga
ges s
tude
nts.
St
uden
ts ta
king
ow
ners
hip
of th
eir
lear
ning
Expe
rient
ial
lear
ning
En
gage
men
t
Act
ive
C
onst
ruct
ive
C
oope
rativ
e
Aut
hent
ic;
In
tent
iona
l pr
ovid
es im
med
iate
fe
edba
ck to
stud
ents
.
R
eal-t
ime
resp
onsi
vene
ss
Im
med
iacy
(F
eedb
ack)
Enga
gem
ent
A
ctiv
e
Cha
pter
8: D
iscu
ssio
n 19
9
Rol
e of
dig
ital t
echn
olog
y (g
ener
al)
(RQ
1)
Rol
e of
dig
ital t
echn
olog
y (E
cono
mic
s and
Bus
ines
s)
(RQ
1)
Teac
hing
Aff
orda
nce
(RQ
3)
Lear
ning
Aff
orda
nce
(RQ
3)
Rol
e of
tech
nolo
gy
(Eco
nom
ics a
nd
Bus
ines
s)
(Sur
vey
Item
3)
Cha
ract
eris
tics o
f m
eani
ngfu
l le
arni
ng (J
onas
sen,
19
90)
C
onst
ruct
ive
In
tent
iona
l al
low
s a c
hang
e in
the
rela
tions
hip
betw
een
teac
hers
and
stud
ents
.
Teac
her:
stud
ent
rela
tions
hip
C
olla
bora
tion
R
edef
initi
on
C
oope
rativ
e In
tent
iona
l
can
chan
ge th
e w
ay th
at
stud
ents
inte
ract
with
co
nten
t and
the
way
that
co
nten
t ski
lls a
re
deve
lope
d.
C
olla
bora
tion
R
edef
initi
on
A
ctiv
e
Con
stru
ctiv
e
Coo
pera
tive
A
uthe
ntic
Inte
ntio
nal
can
chan
ge th
e w
ay th
at
stud
ents
inte
ract
with
eac
h ot
her.
pr
ovid
es th
e op
portu
nity
for
colla
bora
tion
betw
een
stud
ents
to so
lve
unfa
mili
ar p
robl
ems
Col
labo
ratio
n
R
edef
initi
on
C
oope
rativ
e
Inte
ntio
nal
help
s dev
elop
skill
s for
st
uden
ts a
s pre
para
tion
for
the
real
-wor
ld.
Ex
perie
ntia
l le
arni
ng
A
uthe
ntic
ity
A
uthe
ntic
Inte
ntio
nal
200 Chapter 8: Discussion
The most frequently occurring teaching affordances ((N=12) were “managing the learning
environment” and “teachers’ redefinition of their role” (n=2, 16.67%). All other teaching
affordances are represented in Table 8.4 once. The most frequently occurring learning
affordance (N=13) was “experiential learning” (n=4, 30.77%) followed by “collaboration”
(n=3, 23.08%). There were two instances each of “students taking ownership of their
learning” and “authentic learning” and single instances of “immediacy (feedback)” and
“students adopting managerial roles.” In sum, there clear pedagogical connections between
the affordances of the technology and the teaching of a particular content domain noted by
teachers in the adoption of immersive educational simulations into their teaching practice
within the Economics and Business curriculum area.
8.4 Research Question 4
To further investigate teacher practice within and through the PierSim Business Island
simulation, the fourth research question asks:
To what extent and in what way do teachers’ practice and beliefs about pedagogy
change as a result of teaching within and through an immersive educational
simulation?
Participants provided information on the extent and manner of change to their pedagogical
practice and beliefs. They were asked, where relevant, to give examples of purposeful
changes made to their practice and the impact of these changes to their beliefs. The response
to this research question, presented in this section, is based on the career stages of the
Australian Professional Standards for Teachers (APST) (see Section 3.2.1) and existing
models of pedagogical practice (see Section 4.4). Each allows the measurement of change
which is integral to this research question and the broader aim of the study.
8.4.1 Australian Professional Standards for Teachers
The Australian Professional Standards for Teachers (AITSL, 2014) were introduced in
Section 3.2.1 in regard to the professional demands on teachers to adopt digital technologies
in their practice. As noted, the standards are categorised in progressive career stages:
Graduate, Proficient, Highly Accomplished and Lead. Those standards relating to digital
technologies, as ICT, are: Standards 2.6, 3.2 and 4.5 (see Tables 3.1, 3.2 and 3.3).
This study was not a longitudinal investigation of change but a sense of change over
time can be gained from teachers’ recounts of their initial reactions to and experiences when
beginning to teach within and through PierSim Business Island. In regard to Standard 2.6,
evidence of the proficient, highly accomplished and lead stages can be found in Diana’s
interview and survey responses (presented respectively throughout Chapters 6 and 7),
Chapter 8: Discussion 201
including recollection of her first using the simulation (summarised in Figure 8.2). The
APST differ in nature to the adoption models referred to in this thesis in that they map out
increasing collaboration with colleagues and leadership in the field as well as mastery of the
intent of each standard.
Figure 8.2. Mapping of Diana’s recount to the career stages of the Australian Professional Standards for Teachers.
Diana demonstrated the “proficient” stage by recalling that, when she began, she stayed
within traditional patterns of presenting the content and applying the concepts in the in-
world. She offered only one scenario until she gained more confidence and better
understood students’ reactions (see Section 7.2).
Diana demonstrated the “highly accomplished” stage by describing the scenarios she has
designed including natural disasters, financial crises and a pandemic. She has also
modified scenarios in real time in response to students’ capacity, for example, she
escalated a rise in interest rates into a full financial collapse (see Section 7.2.5). Doing
this revealed a solid understanding of the purpose of the “islands” to allow students to
“see” the connections between the key concepts of Economics and Business.
Diana demonstrated the “lead” stage by involving colleagues in activities such as the
mock interviews for students applying for management roles (see Section 7.1.2).
Elsewhere, she alluded to her leading and supporting colleagues by saying that she “was
excited to share the experience with the students and other teachers” (see Section 7.2).
202 Chapter 8: Discussion
8.4.2 Models of teacher technology adoption
The models of teacher technology adoption presented in the literature review (see Section
4.4, Figure 4.5) all begin in unfamiliarity and share an endpoint which involves
transformative teacher practice which makes creative use of digital technology to achieve
learning outcomes. Each implies a change in beliefs and dispositions towards the use of
digital technology in teaching and learning. For example, the seminal ACOT framework
(Dwyer et al., 1990) placed Invention as its culminating level. This level is characterised by
teachers using technology to experiment with teaching styles such as team-teaching and
instructional strategies such as project-based learning. The SAMR model (Puentedura, 2006)
and LoTi (Moersch, 2010), through levels respectively labelled as Redevelopment and
Refinement, describe teaching practices which seamlessly incorporate digital technologies.
A useful model to consider in the response to this research question (and in the
development of a new model in the following chapter) is the Teacher Professional ICT
Attributes Framework (Newhouse et al., 2002). Figure 8.3 repeats the model (see Figure 4.3)
adding examples from this study to demonstrate the range of levels apparent in what
appeared to be a cohesive homogenous group of teachers who have shared similar training
and preparation. The most important part of the framework is the inclusion of the “critical
use border” which marks the point at which digital technology is integral, rather than
ancillary, to the learning activities designed by the teacher.
Chapter 8: Discussion 203
Figure 8.3. Extended Teacher Professional ICT Attributes Framework (Newhouse et al., 2002).
The “inaction” stage was exemplified by only one participant, namely Survey
Respondent 5 (see Section 6.9.1, Sample profiles), who demonstrated little or no “buy-in” to
the use of the simulation in his/her practice. Of particular interest is Respondent 5’s
reference to boredom in diametric opposition to comments from other participants who
commented on the engagement that the simulation engenders in students (see Section 6.3.3).
Further, Respondent 5 spoke of the simulation having an “ancillary” role (see Section 6.3.4),
a view which is clearly “below” the critical use border.
The “investigation” stage which is marked by the beginnings of interest and
involvement is exemplified in part by Survey Respondent 10 who, as noted in Section 6.9.1
(Sample profiles), was the most cautious of all participants, offering a neutral response to the
204 Chapter 8: Discussion
question of “enjoyment” of teaching within and through the simulation. Respondent 10
expressed a similar view to Respondent 5 about the supporting role of the simulation,
referring to as an “addition to content resources” (Section 6.3.4). The prospect for change
was evident in Respondent 10’s remarks regarding the experiential nature of the simulation
offering that it was “an interactive teaching method to replace real-world experiences if real-
world experiences are not possible, or as a practice for real-world experiences” (Section
6.9.1, Sample profiles).
The “application” stage, given the circumstances of the study and the involvement of
all participants in teaching within and through the simulation, was expected to be a common
or minimum level of adoption. This stage is where teachers use “ICT regularly with students;
and can do so competently and confidently.” The majority of survey respondents indicated
that they were confident in their technical competence (see Table 5.4) with some, in
interview, admitting to having been “nervous” or “terrified” at the beginning (see Section
7.2). The survey revealed that most participants enjoyed teaching with the simulation, with a
third indicated strong agreement. The high levels of enjoyment thus expressed by some was
echoed in the interviews where terms such as “enthusiasm” and “excitement” were
occasionally used by the interview subjects to discuss how they felt about aspects of their
practice (see Section 7.2). Technical competence and confidence may be necessary
conditions for a change in practice. Thomas, in interview and as previously cited, noted that
teachers need to become fully conversant with the simulation and understand what this
technology is capable of doing. He quickly went on to say that this knowledge be put to use
in designing meaningful learning experiences.
The observe of the singular necessity of technological knowledge, that is a lack of
competence and confidence, may delimit the opportunity for change. Respondent 5, who was
profiled as the most negative participant (see Section 6.9.1, Sample profiles) and as being at
the Inaction stage, indicated “discomfort” with the survey items relating to technological
knowledge (Items 6a and 6b) (see Appendix D). This claim is not supported, however, in the
case of Respondent 7 who similarly noted “discomfort” in the technical aspects of the
simulation (Item 6e) but clearly grasped the affordances of students’ interacting
collaboratively within the simulation and for student engagement.
The “integration” stage is where teachers have crossed the “critical use border.” It is
where the “use of ICT becomes critical to the support of the learning environment and the
opportunity for students to achieve learning outcomes through the learning experiences
provided.” In many ways, the participants in this study had crossed the border by default by
teaching with the simulation because the reliance on technology is self-evident. This study
Chapter 8: Discussion 205
has been less about the selection of the technology and more about coming to terms with it as
the unfamiliar environment in which teaching and learning occurs.
There were a number of instances of teaching practice reported in this study which
demonstrate “integration” stage. Many relate to how the teachers made use of the in-world,
particularly in the development of scenarios and their observation of how students responded
to them. A feature of the in-world is the Heads-Up Display (see Section 2.2.1, Figure 2.5)
which, if used appropriately, informs students and teachers of the status of the virtual
businesses. Students interact as avatars and navigate their way within the in-world, that is,
between the five islands (see Section 2.2.1).
The “transformation” stage is where the teacher is able to take on leadership roles
(formal or informal) in the use of ICT and be knowledgeable/reflective on its integration by
themselves and others. This stage is noted through specific learning experiences and the
identification of differing affordances for learning that they represent (see Section 7.2.3).
The transformation stage is also evident in the expression of personal teaching philosophies
relating to the use of digital technologies in teaching and learning. This expression is
indicative of teachers’ knowledge and reflection and their capacity to extract abstract
understandings from the experience of teaching within and through the simulation. An
example is Thomas and David’s assertion that the simulation is “not about the technology”
(see Section 7.2.1). This means that, as for Watson (2001), pedagogy comes before
technology and should drive any decisions about teaching and learning.
8.4.3 Summary of response to Research Question 4
This research question (RQ4) was concerned with the extent and nature of change to
teachers’ practice and beliefs through their experience of teaching with an immersive
educational simulation in Economics and Business. The majority of participants indicated
that they believed that their practice had changed, and such change had been made
deliberately in response to the challenges and disruptions created by the use of an unfamiliar
learning environment (see Response to Research Question 2). This section made use of the
Australian Professional Standards for Teachers and the Teacher Professional ICT Attributes
to indicate change in teacher practice.
8.5 The development of a relational schema as a theoretical model
While the models of teacher technology adoption presented in the literature review (see
Section 4.4, Figure 4.5) involve the presence of transformative teacher practice, a gap exists
in the literature to identify the presence of teaching and learning affordances of a specific
disruptive technology; in this case, an immersive educational simulation in a secondary
206 Chapter 8: Discussion
education setting. Research Questions 1 and 3 developed for this study, raised an awareness
of the need to identify the roles of technology in teaching and learning as well as specifically
in teaching Economics and Business (see Tables 8.1, 8.2 and 8.3). The emergence of specific
affordances of teaching and learning from the online survey and interview data is represented
through the construction of a relational schema as a new theoretical model in this thesis (see
Figure 8.4).
Chapter 8: Discussion 207
Figure 8.4. A relational schema as a theoretical model to map teaching and learning affordances to the identified roles for an immersive educational simulation.
208 Chapter 8: Discussion
The relational schema (see Figure 8.4) reveals that some roles have both teaching and
learning affordances while others have one or the other. It identifies that teaching
affordances, while discrete, can be grouped to represent how they impact on differing roles.
Further, some roles draw on multiple learning affordances. There is an interconnectedness
between roles and affordances. Each can also be seen as an indicator of how the teachers in
this study have re-interpreted their practice in the face of disruptive technologies. The
relational schema also identified the pedagogical connections between the affordances and
the teaching of Economics and Business.
The responses to the research questions offered in this chapter will contribute to the
discussion in the following chapter which introduces a new signature pedagogy to address
the overarching aim of the study, that is, how teachers interpret their own pedagogy in the
face of immersive educational simulations. The key to change and re-interpretation of
practice appears to be willingness to change and to adopt new technologies, to hand
ownership of learning to students, and to welcome disruption.
8.6 Chapter summary
This chapter has presented a response to each of the four research questions which guided
this study. As noted, data was drawn from the online survey and interviews. The chapter
began with a summarised account of teacher practice which, while providing illustrations
and examples to illustrate all responses, also addressed the role of ICT (Information and
Communication Technologies) in education in general and more specifically, in the teaching
of Economics and Business. The chapter then addressed Research Question 2, which
considered the challenges and disruptions faced by teachers through the lens of the
Australian Curriculum: ICT Capability. Challenges and disruptions caused by the simulation
have been recorded elsewhere in the thesis, particularly, Sections 7.2.1 and 7.2.2.
The response in this chapter, in particular, considered the challenges and disruptions in terms
of the organisational elements of creating with ICT, communicating with ICT, and managing
and operating ICT. In response to Research Question 3, the pedagogical connections
between the affordances of the technology and the teaching of Economics and Business was
described in terms of teaching and learning. The chapter discussed how Research Question 4
asked about the extent and means that teachers’ practice and beliefs about pedagogy have
changed as a result of teaching with an immersive educational simulation (see Section 8.4).
Specifically, Research Question 4 asked about the extent and means that teachers’ practice
and beliefs about pedagogy have changed as a result of teaching with an immersive
educational simulation (see Section 8.4). The response used the career stages of the
Australian Professional Standards as an indicator of the extent of change. The means of
Chapter 8: Discussion 209
change were demonstrated through the Teacher Professional ICT Attributes Framework
(Newhouse et al., 2002; Trinidad et al., 2005). Finally, the development of a relational
schema as a theoretical model was then proposed to map teaching and learning affordances
to the identified roles for an immersive educational simulation. The following chapter will
present a new signature pedagogy to inform teaching practice with immersive educational
simulations.
210 Chapter 9: Conclusion
Chapter 9: Conclusion
This study sought to investigate how teachers re-interpret their own pedagogy in the face of
immersive educational simulations. The study accepted the view that immersive educational
simulations represented a positive addition to promote real-world connections within
education (Barkand & Kush, 2009; Duncan et al., 2012; Farley, 2014; Johnson et al., 2012;
Savin-Baden et al., 2010). This aligns with Bronack et al.'s (2008) suggestion that:
… that place where we can think and how beyond ourselves, via mediated interactions
with others using tools, techniques and technologies that are both familiar to us and
also invisible. (p. 64)
Based on Sendov’s (1986) seminal question “how do we build education in the
presence of the computer?” (p. 16), the overarching aim of this study was to investigate
teachers’ re-interpretation of pedagogy in the face of immersive educational simulations.
This qualitative study, informed by Grounded Theory, revealed that existing
theoretical understandings of pedagogical practice did not satisfy teachers’ beliefs to
transform the teaching and learning experience within and through such advanced
technology. A “trial and error” approach to teaching within and through immersive
educational simulations did not satisfy those teachers who had begun to interrogate the
disruptive technology to ensure it provided opportunities for students to demonstrate higher-
order thinking skills. It became apparent that those teachers who adopted a lead role in the
implementation of the immersive educational simulation would need to effect change to their
own current pedagogical beliefs in order to confidently and competently teach
simultaneously and contiguously in these in- and out-worlds environments.
A new theoretical understanding of teaching within and through immersive
educational simulations was emerging, and the development of a contemporary pedagogy to
support the teaching within and through immersive educational simulations became evident.
In this study, a signature pedagogy emerged when teaching Economics and Business within
and through an immersive educational simulation. This chapter, as the conclusion to this
thesis, will describe this pedagogy and explain its components.
9.1 The development of a signature pedagogy – Emergence Pedagogy
The “emergence pedagogy” as a signature pedagogy for the teaching of the Australian
Curriculum: Economics and Business within and through an immersive educational
simulation is illustrated in Figure 9.1. “Emergence Pedagogy” was chosen as a label for this
Chapter 9: Conclusion 211
new signature pedagogy on the basis that an emergence typology provided an apt
relationship when engaging with Grounded Theory; in this case, the adoption of Charmaz’s
(2006) version which employed ontological and epistemological frameworks to describe
findings from a constructivist paradigm (Levers, 2013). De Haan (2006) recognised the
importance of characterising “emergence” as a unique or unexpected phenomenon that
transcends the thing that produces it. This typology relied on the researcher, being as
objective as possible, constructing theory that aimed to reduce the complexity found in the
data gathered, did not have a linear relationship with the data and was still recognised as an
independent entity (Levers, 2013). There was a direct relationship between how the
researcher interpreted the data and this form of interpretation being influenced by the
emerging theory (Levers, 2013).
For this study, and key to Charmaz’s (2006) constructivist paradigm, was the idea
that the data was observed from a critical realist ontological perspective whereby there were
real-world connections that allowed the researcher and participants to be able to access in
order to explain the data and theory. Teachers, through their reflections of their own teaching
practice within and through the immersive educational simulation, were able to make real-
world connections through the in- and out-worlds environments. The researcher was also
able to make real-world connections when interpreting the data, which revealed a strong link
to teachers’ content knowledge and industry currency knowledge to inform one’s approach
to teaching within and through the immersive educational simulation. Concurrently, the
researcher was able to construct a theory that simplified the complexity of teachers teaching
simultaneously and contiguously in- and out-worlds, which portrayed the characteristics of a
subjectivist epistemological perspective (Levers, 2013). This, in turn, acknowledged how
“emergence” could be conceptualised when using Grounded Theory (Levers, 2013).
212
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Chapter 9: Conclusion 213
The implication for teachers to successfully employ this emergence pedagogy for
immersive educational simulations, is that they must explicitly address the “duality”
approach of the in- and out-worlds learning environments. Figure 9.2 shows the model of the
emergence pedagogy with the in- and out-worlds creating a boundary. This figure, as with
Figure 9.1, is symbolically modelled on the universally recognised Wi-Fi symbol to
emphasise the importance of the teacher being able to evolve (or “beam out”) to the next
level of digital technology (in this case – using immersive educational simulations) while
maintaining a connection to their pedagogy and the curriculum.
Figure 9.2. The in- and out-worlds marking the boundary of the emergence pedagogy.
At the “surface level” (Shulman, 2005), teachers must exploit their Content
Knowledge (CK) of the key Economics and Business concepts and principles to critically
apply advanced scenarios to ensure that students are able to demonstrate their ability to
practise higher-ordering thinking skills of establishing and operating their virtual businesses
within a range of complex market conditions. This level of Content Knowledge (CK)
requires teachers to reflect on their own personal industry experience and engagement of
current business situations. The ability for teachers to exercise an ease of transferring current
industry knowledge and experience, allows for more contextual understanding of the
implications for business within differing trading marketplaces. The level of personal
industry exposure to specific areas of business operations (e.g. Financial Management,
Operations Management, Human Resource Management and Marketing Management),
214 Chapter 9: Conclusion
allows the teacher to lead “expert” discussions out-world with the students and
collaboratively forecast how the outcomes of such discussions will translate in the in-world
virtual trading environment. The ability for teachers to demonstrate how the scenarios will
be enacted and help students to then create solutions to the presented challenges, allows
teachers to demonstrate “concrete, operational acts of teaching and learning” that specifically
encourages “interacting and withholding, of approaching and withdrawing” in order to elicit
a different level of higher-order thinking amongst the students (Shulman, 2005, p. 54).
The emergence pedagogy also allows teachers to demonstrate a “deep structure”
(Shulman, 2005). Teachers have formed the assumption that by referring to their own
industry currency when engaging as the “Administrator” role “in-world,” enables them to
adopt a pedagogical approach that relies on the “know how” (Shulman, 2005) of Business
Management within an Australian context. By doing so, they are able to be discriminating in
their questioning techniques, so as to ensure alignment with the “Content Descriptors” of the
Australian Curriculum for Economics and Business, as well as achieving the intent of the
syllabus document by providing a real-world context. This assumption adopted by the
teacher, demonstrates a leadership role of imparting a subject-specific body of knowledge.
This, in turn, promotes a sense of “authenticity” in that teachers experiencing similar market
forces issues with their own businesses (or the company/ies they worked for), were able to
realistically guide students to reflect on the feasibility of their strategic business decision-
making practices, and achieve a more successful learning outcome when applying this to the
immersive educational simulation.
For teachers to feel confident at the “transformation stage”, they have demonstrated
that their pedagogical approach has an “implicit structure” (Shulman, 2005), as their own
“professional attitudes, values and dispositions” (Shulman, 2005, p. 55) have aided their
ability to implement the immersive educational simulation using effective pedagogical
design and strategy. This moral dimension, focussing on how teachers demonstrate a set of
moral beliefs about the immersive educational simulations is characterised by these teachers
employing certain professional values when teaching within and through the immersive
educational. When designing and developing the unit planning for the incorporation of the
immersive educational simulation, teachers placed “value” in ensuring that a level of
“authenticity” was at its core focus. Teachers would collaboratively create activities that
would mimic what would happen in the real-world of Economics and Business. Allowing
students to experience a number of key roles in business (e.g., CEO, CFO, COO and CMO)
provided insight as to how these corporate roles effect change to the success of a particular
business. Teachers placed value in exploring a range of pedagogical strategies to enable
students to participate in collaborative activities that promoted a real-world sense of
Chapter 9: Conclusion 215
interaction that was “encouraged by the nature of the competition, to implement and assess
the merits of key business decisions and strategies” (see Section 6.4.2, Respondent 8).
Providing an authentic learning platform indicates teachers’ belief of facilitating team
interaction and encouraging the development of interpersonal skills necessary for the
simulation of interacting with real-world Economics and Business environments. Teachers
then placed professional “value” in how students “consolidated” in the learning process by
providing the structured and unstructured learning experiences, which enabled the students
to practise business-related interactions to consolidate the students’ understanding of the
Economics and Business concepts. Teachers also placed professional “value” in how
students “engaged” with the Australian Curriculum: Economics and Business. Encouraging
students to be actively involved in the key business decision-making and strategic planning
of their businesses, enabled teachers to demonstrate professional “value” in the belief of
“engaging” students in becoming fully involved in the learning of the curriculum.
Teachers also placed importance on their own professional “attitudes” towards the
intent of integrating the immersive educational simulation within the curriculum and were
willing to provide a learning environment that encouraged the pursuit of “experiential”
learning. Teachers provided “as real an environment as possible that is simulated and
controlled by the teacher to provide students the opportunity to run a business in an easily
accessible format” (see Section 6.4.6, Respondent 14). The professional “dispositions”
adopted by teachers were influenced by the level of “interactivity” they encouraged students
to participate in. This pursuit of exploring ICTs to support students’ learning experiences
practically demonstrates the implications of students’ business decision-making within the
real-world context of the virtual trading environment.
Teachers’ professional “dispositions” were also characterised by their connection to
the in- and out-worlds learning environments and the importance of exploring these learning
platforms to promote higher-order thinking skills. The consideration to implement the
immersive educational simulation as a “practical way to reinforce and consolidate the
concepts of entrepreneurship, marketing, some understanding of finance and production, in a
simulated environment where risk is minimal” (See Section 6.4.2, Respondent 4), enabled
teachers to reflect on their own belief for the purpose and importance of working in these
two different learning platforms. Teachers became aware of potential affordances of
incorporating immersive educational simulations in order to teach Economics and Business
concepts and principles.
216 Chapter 9: Conclusion
9.1.1 Emergence pedagogy – engagement with the immersive educational simulation
When faced with implementing the PierSim Business Island Simulation into the learning
environment in order to teach the Australian Curriculum: Economics and Business, teachers
recognised that they needed to “transform” their pedagogical practice. They needed to adopt
a “lead” role when designing and developing the curriculum, assessment and resources to be
able to competently teach with the PierSim Business Island Simulation. Teachers realised
that simply “applying” prior pedagogical practices to this new learning environment, would
only allow students to consolidate their understanding of key Economics and Business
concepts and skills, and students would not be able to extend their higher-order thinking
skills in business decision-making. Teachers had moved across the “critical use border”
(Newhouse et al., 2002) by realising that the successful implementation of the PierSim
Business Island Simulation was dependent on the teachers’ belief that this immersive
educational simulation was critical in supporting a “best practice” learning environment for
students to effectively practise real-world business scenarios. Figure 9.3 adds the application,
integration and transformation levels of the Teacher Professional ICT Attributes Framework
(Newhouse et al., 2002; Trinidad et al., 2005) to the emergence pedagogy model.
Figure 9.3. The levels of the Teacher Professional ICT Attributes Framework (Newhouse et al., 2002; Trinidad et al., 2005) within the emergence pedagogy.
Application of the immersive educational simulation
The teacher is able to interpret their own pedagogy by firstly recognising his/her ability to
regularly use the immersive educational simulation with students and know how to do so
competently and confidently (Koehler & Mishra, 2009; Newhouse et al., 2002). The teacher
is able to competently and confidently make appropriate connections between the concepts
Chapter 9: Conclusion 217
and principles of the subject-specific curriculum (in this case – Economics and Business)
through the immersive educational simulations (in this case – PierSim Business Island
Simulation) (Koehler & Mishra, 2009). The teacher is also able to “create” pedagogical
connections with the immersive educational simulation that encourages the appropriate
generation of “ideas, plans and processes that clarify a task or steps in order to respond to
questions, realise creative intentions and create solutions to challenges and tasks” (ACARA,
n.d.-d, para. 1). The teacher is then able to “communicate” these appropriate pedagogical
connections through the immersive educational simulation which allows for the sharing of
“ideas and information to collaboratively construct knowledge and digital solutions”
(ACARA, n.d.-c, para. 1). Finally, the teacher can “manage and operate” the appropriate
pedagogical connections with the immersive educational simulation by taking into
consideration the technical knowledge and skills to efficiently and securely manage and
maintain digital data” (ACARA, n.d.-j, para. 1).
Integration with the immersive educational simulation
The teacher is able to interpret their own pedagogy by firstly recognising that the immersive
educational simulation (in this case – PierSim Business Island Simulation) “becomes critical
to the support of the learning environment and the opportunity for students to achieve
learning outcomes through the learning experiences provided” (Newhouse et al., 2002). The
teacher is able to seamlessly make effective “real-life” connections between the concepts and
principles of the subject-specific curriculum (in this case – Economics and Business) through
the immersive educational simulations in order to advance the students’ knowledge and
understanding of the content area (in this case – PierSim Business Island Simulation)
(Koehler & Mishra, 2009). The teacher is also able to effectively “create” enhanced
pedagogical connections with the immersive educational simulation that encourages the
meaningful generation of “… ideas, plans and processes that clarify a task or steps in order to
respond to questions, realise creative intentions and create solutions to challenges and tasks”
(ACARA, n.d.-d, para. 1). The teacher is then able to convincingly “communicate” these
appropriate pedagogical connections through the immersive educational simulation which
promotes the sharing of “ideas and information to collaboratively construct knowledge and
digital solutions” (ACARA, n.d.-d, para. 1). Finally, the teacher can confidently “manage and
operate” the pedagogical connections with the immersive educational simulation by taking
into consideration the technical knowledge and skills to efficiently and securely manage and
maintain digital data” (ACARA, n.d.-j, para. 1).
Transformation with the immersive educational simulation
Within the “transformation stage,” the teacher is able to interpret their own pedagogy by
recognising that they adopt a leadership role (both formal and informal) in the teaching of
218 Chapter 9: Conclusion
the subject-specific curriculum, in this case Economics and Business, through the immersive
educational simulation of the PierSim Business Island Simulation. Critical to this is the
ability for the teacher to become “knowledgeable/reflective on its integration by themselves
and others” (Newhouse et al., 2002). The teacher is able to demonstrate “expertise” in
advancing the subject-specific curriculum (in this case – Economics and Business) through
the immersive educational simulations in order to evolve the students’ knowledge and
understanding of the content area (in this case – PierSim Business Island Simulation)
(Koehler & Mishra, 2009). The teacher is also able to “create” exemplary pedagogical
connections with the immersive educational simulation that encourages other teachers to
successfully generate “… ideas, plans and processes that clarify a task or steps in order to
respond to questions, realise creative intentions and create solutions to challenges and tasks”
(ACARA, n.d.-d, para. 1). Additionally, the teacher is then able to meaningfully
“communicate” these pedagogical connections through the immersive educational simulation
which advocates for the sharing of “ideas and information to collaboratively construct
knowledge and digital solutions” (ACARA, n.d.-c, para, 1). Finally, the teacher can
effortlessly “manage and operate” the pedagogical connections with the immersive
educational simulation by taking into consideration the technical knowledge and skills to
efficiently and securely manage and maintain digital data” (ACARA, n.d.-j, para. 1).
Teachers reflected that the desired curriculum outcome was concerned with the
teacher being able to exploit the characteristics of the technology in order to provide an
enhanced level of pedagogical practice for student learning within the constructivist learning
environment (Newhouse et al., 2002). The multifaceted design of the PierSim Business
Island Simulation allowed for a greater vision and belief of how such a virtual trading
platform could promote a level of “authenticity” that had not been witnessed in more
traditional classroom learning activities. Therefore, teachers acknowledged the complexity in
designing the unit of work to reflect the differing stages of knowledge utilisation when
establishing and operating the virtual business worlds.
9.1.2 Emergence pedagogy – alignment to the organising elements of the ICT General Capability
When faced with implementing the PierSim Business Island Simulation into the learning
environment in order to teach the Australian Curriculum: Economics and Business, teachers
reinforce that a different pedagogical approach is needed to ensure the “duality” of teaching
in- and out-worlds is effectively practised. Teachers “create” exemplary pedagogical
connections with both in- and out-worlds to effectively promote an environment where
students can create “ideas, plans and processes that clarify a task or steps in order to respond
to questions, realise creative intentions and create solutions to challenges and tasks”
Chapter 9: Conclusion 219
(ACARA, n.d.-d, para. 1). Secondly, teachers meaningfully “communicate” these
pedagogical connections by advocating for students to participate in the sharing of “ideas
and information to collaboratively construct knowledge and digital solutions” (ACARA,
n.d.-c, para. 1). Finally, the teacher can effortlessly “manage and operate” the pedagogical
connections when implementing the immersive educational simulation by taking into
consideration the Technological Knowledge (TK) to enable students to “efficiently and
securely manage and maintain digital data” (ACARA, n.d.-j, para. 1). Therefore, this level of
engagement allows teachers to promote that in order “to participate in a knowledge-based
economy and to be empowered within a technologically sophisticated society now and into
the future, students need the knowledge, skills and confidence to make ICT work for them”
(ACARA, n.d.-g, para. 2). This concept that technology is not fixed and is responsive to
ongoing developments, enables teachers to transfer these skillsets across different learning
environments, in order to achieve maximum desired learning outcomes.
In summary, the adoption of an immersive educational simulation enabled teachers to
adopt an “emergence pedagogy” to actively promote the “transformation” of learning within
the in-world (which is reliant on the ability for students to practise their enterprising
skillsets) and the out-world experience of the classroom (which encourages the driving force
behind effective strategic business decision-making processes). Therefore, by clear
interpretation of their own practice and adoption of the “emergence pedagogy”, teachers are
rising up with students by working alongside of them to respond to unknown situations
(within and through the immersive educational simulation environment) and are able to
effectively “create with ICT”, “communicate with ICT”, and “manage and operate with ICT”
as a result of the consultancy approached engrained in currency and authenticity; thus truly
promoting “lead” status in accordance with the descriptors of Standard 2.6 of APST.
Therefore, the key success of implementing immersive educational simulations, such as the
PierSim Business Island Simulation, is determined by how teachers interpret their own
pedagogy and recognise the power of in- and out-worlds duality of learning.
Being exposed in the face of an immersive educational simulation presents teachers
with the opportunity to reflect quite deeply on who they are as teachers and how they
reconnect with the content. Therefore, it is timely that this new pedagogy is actually
practised and recognised because it is a change in the shift in teacher thinking and teacher
beliefs. Teachers, in this subject-specific curriculum area, now place a different focus on the
expertise required of their own content knowledge and their own industry experience of
economics and business. Therefore, teaching within and through the immersive educational
simulation is “disruptive” – the disruption is not an obvious one but is quite intangible – it is
about teachers’ relationship with content, their command in content and their confidence
220 Chapter 9: Conclusion
with content. This, in turn, encourages lead teachers to adopt emergence pedagogy which
enables them to feel confident and competent when teaching simultaneously and
contiguously between the in-world and the out-world.
9.1.3 Emergence pedagogy – teaching affordances
When faced with implementing the PierSim Business Island Simulation into the learning
environment in order to teach the Australian Curriculum: Economics and Business, teachers
became aware of their own affordances to their teaching practice when presented with such a
disruptive technological environment. Those who adopted a “lead” role demonstrated
specific affordances to effect change to their teaching of the specific Economics and
Business concepts while promoting real-world scenarios. Figure 9.4 shows the presence of
teaching affordances when simultaneously and contiguously interacting within and through
the immersive educational simulation.
Figure 9.4 Adding teaching affordances to the emergence pedagogy.
These pedagogical connections between the affordances and the teaching of
Economics and Business enabled teachers to rethink how they allow students to experience
the Economics and Business concepts and skills. The teaching affordances were described in
Section 8.3.1 in response to Research Question 3. They are:
1. Managing the learning environment
Chapter 9: Conclusion 221
2. Real-time responsiveness
3. Encouraging higher order thinking
4. Encouraging critical thinking
5. Scaffolding student learning
6. Open-ended problems
7. Teaching concepts holistically
8. Teachers’ redefinition of their role
9. Teacher:student relationship
The mapping of these teaching affordances to the identified roles for an immersive
educational simulation, namely in teaching and learning and within Economics and Business,
is illustrated in Figure 8.4. Teachers became very aware of how to manage the learning
environment (first teaching affordance) by manipulating variables within the immersive
educational simulation so as to allow the Artificial Intelligence (AI) of the program to alter
the environment as a result of the change to the economic and business conditions imposed.
The teacher’s belief in real-time responsiveness (second teaching affordance) of current
authentic business issues and strategy was needed to encourage students seeing “first-hand”
the implications of their strategic business decision-making processes. This, in-turn, created
a learning environment that encouraged higher order thinking (third teaching affordance) as
the open-endedness of the in-world experience enabled teachers to support students in being
able to solve “real-time” problems and have them visibly demonstrate their ability to apply
learnt theory to practice. Teachers employed the notion of higher order thinking to
encourage critical thinking (fourth teaching affordance) as the effective integration of the
immersive educational simulation forces students to question their own business planning
before applying such planning within the trading environment. This approach demonstrated a
real connect between students’ capacity for their own critical thinking and their engagement
with their content knowledge of Economics and Business.
The deliberate pedagogical practice of encouraging higher order thinking and
encouraging critical thinking required teachers to carefully scaffold student learning (fifth
teaching affordance). The teacher’s belief of their choice of variables to change the
conditions in-world, allowed them to provided scaffolded support in the out-world physical
classroom setting so as to enable students to successfully apply their business decision-
making in-world. Therefore, the outcome of the virtual trading environment is dependant
upon the interaction of the students with the Artificial Intelligence (AI) and, therefore, lead
teachers were very conscious of the necessity to pose open-ended problems (sixth teaching
222 Chapter 9: Conclusion
affordance) when designing the real-world learning experiences for the students. This
specific shift in pedagogical thinking promoted that students became the “drivers” of their
learning as they became immersed in both in- and out-worlds, directly influencing the
direction of the learning outcomes.
The decision to provide open-ended problems forced teachers to teach concepts
holistically (seventh teaching affordance) rather than the more traditional practice of
teaching Economics and Business concepts in distinct components. This, in turn, exposed
teachers’ own expertise in their “expert” content knowledge and current industry experience
so as to be able to show the real-world interrelationships of the concepts and skills being
taught. For lead teachers, this required a shift in their own thinking and encouraged them to
redefine their role (eighth teaching affordance). The teacher now placed importance on being
able to consult, mentor, advise and be an anchor for students during the in- and out-worlds
learning experiences. This effected change to the teacher:student relationship (ninth
teaching affordance), as teachers believed that students viewed them differently and this, in
turn, encouraged the teacher to provide a unique level of support for the students when
responding to the Artificial Intelligence (AI) of the immersive educational simulation.
Therefore, the extent and means that teachers’ beliefs about teaching Economics and
Business concepts and skills have changed as a result of teaching with the immersive
educational simulation and these affordances positively contribute to the establishment of the
emergence pedagogy.
9.1.4 Emergence pedagogy – learning affordances
When faced with implementing the PierSim Business Island Simulation into the learning
environment in order to teach the Australian Curriculum: Economics and Business, teachers
became aware of the potential learning affordances as a result of teaching with such a
disruptive technological environment. Those who adopted a “lead” role reflected on the
importance of these affordances to enhance students’ knowledge and understanding of
Economics and Business. Figure 9.5 shows the presence of learning affordances when
simultaneously and contiguously interacting within and through the immersive educational
simulation.
Chapter 9: Conclusion 223
Figure 9.5 Adding learning affordances to the emergence pedagogy.
The learning affordances were described in Section 8.3.2 in response to Research
Question 3. They are:
1. Experiential learning
2. Authentic learning
3. Immediacy (Feedback)
4. Students adopting managerial roles
5. Collaboration
6. Students taking ownership of their learning
The mapping of these learning affordances to the identified roles for an immersive
educational simulation, namely in teaching and learning and within Economics and Business,
is illustrated in Figure 8.4. Teachers realised the significance of how the PierSim Business
Island Simulation provides a suitable learning space for students to engage in experiential
learning (first learning affordance). Teachers believed that the power in students being able
224 Chapter 9: Conclusion
to experience the real-world application of Economics and Business, as opposed to simply
referring to fictitious examples or reference to case studies, enables students to become more
engaged with this active and authentic learning experience. Teachers reflected that students
also appreciated the immediacy of feedback (second learning affordance) that the immersive
educational simulation was able to provide, as well as the different forms of feedback that
the teacher was able to provide as a result of operating within the duality of the in- and out-
worlds learning experiences. The design of the curriculum as a result of operating within and
through the PierSim Business Island Simulation, enabled teachers to also believe the power
of enabling students to adopt managerial roles (third learning affordance) which promotes
and encourages higher order thinking and critical thinking throughout the active learning
process. The underlying importance for these roles also encourages collaboration (fourth
learning affordance). Teachers believed that providing the opportunity for students to
effectively collaborate in both in- and out-worlds contributed to the students’ degree of
higher order thinking and demonstration of critical thinking about the application of learnt
Economics and Business theory. This, in turn, provided students with “real-time” insights
into their own capabilities and empowered them to strive for heightened academic excellence
in this field of study. Thus, by teachers believing a change to their own pedagogical practice
was necessary in being able to effectively teach in this duality of the in- and out-worlds
learning experience, students were able to visibly demonstrate their ability to take ownership
of their learning (seventh learning affordance) and become strategic in their own business
decision-making. Therefore, the extent and means that teachers’ beliefs about exploiting the
immersive educational simulation to enable the learning affordances of this environment to
occur, is a key property of the establishment of the emergence pedagogy.
9.2 Summary of the emergence pedagogy
When teachers were faced with the challenge of teaching within and through an immersive
educational simulation, it became evident that they reflected on and changed their teaching
pedagogical practice to ensure successful learning outcomes for their students. A new
signature pedagogy as a theoretical model, titled emergence pedagogy, was created to
advance understandings of pedagogy when teaching subject-specific concepts and skills
within and through immersive educational simulations. The practice of this new signature
pedagogy has the potential to effect change and support teaching simultaneously and
contiguously in both in- and out-worlds environments.
The emergence pedagogy consists of four key properties: (1) engagement with the
immersive educational simulation; (2) alignment to the organising elements of the ICT
General Capability; (3) teaching affordances; and (4) learning affordances of this new
Chapter 9: Conclusion 225
disruptive technology. It is important to note that each of the four properties are
interconnected when teaching Economics and Business. This signature pedagogy provides
teachers with the flexibility to redefine their role to support and guide students through the
content knowledge of Economics and Business. For example, when teachers are successfully
managing the learning environment of the duality of the in- and out-worlds, they are able to
consult, mentor, advise and be an anchor for students as the students engage in higher order
thinking and critical thinking (see Section 9.1.3). This real-time responsiveness, displayed by
the teacher, is a characteristic of how their own expert content knowledge and current
industry knowledge is relied on in order to create such an experiential learning experience
for the students (see Section 9.1.4). Therefore, the teacher:student relationship changes as
they operate in- and out-worlds. The teacher is also able to target open-ended problems by
teaching concepts holistically and manipulating the variables and conditions introduced in-
world (see Section 9.1.3). They competently and confidently interchange between applying,
integrating and transforming the in-world experience (see Figure 9.3) to make meaningful
connections between the concepts and principles of the subject-specific curriculum (in this
case – Economics and Business) and the immersive educational simulation (see Section
9.1.2).
The emergence pedagogy also recognises the importance for teachers to scaffold
student learning (see Figure 9.1.3) so as to enable students to create, communicate, and
managing and operate their own learning experience both in- and out-worlds (see Section
9.1.2); thereby, positively promoting the need for students to take ownership of their
learning (see Section 9.1.4). Therefore, this new pedagogy encourages meaningful learning
by promoting that “learning and instructional activities should engage and support
combinations of active, constructive, intentional, authentic, and cooperative learning because
they are synergetic” (Jonassen et al., 2005, p. 3). Thus, this signature pedagogy is worth
consideration as a theoretical model to advance understandings of pedagogy when
integrating an immersive educational simulation to teach a subject-specific curriculum
learning area within secondary education.
9.3 Limitations of the study
Four limitations have been identified within the study that have the potential to restrict the
generalisability and validity of its findings. The first is generic to all small-scale qualitative
studies and that is, the difficulty of drawing generalisations from a specific sample of
individuals within a particular circumstance. Morrow and Smith (2000) explained that
qualitative research is idiographic and emic (focusing on one or a very few individuals,
finding categories of meaning from the individuals studied) as opposed to nomothetic and
226 Chapter 9: Conclusion
etic (focusing on standardised methods of obtaining knowledge from large samples of
individuals, using categories taken from existing theory and operationalized by the
researcher). The difficulty with generalisation will be exacerbated by its particular use of a
new technology, that is, the immersive educational simulation, PierSim in the context of the
Australian Curriculum: Business and Economics.
The second is related to the researcher’s close involvement with the research setting
(see Section 1.1) raising the potential for and allegation of bias. The researcher’s role in the
PierSim Business Island Simulation program might have influenced the candour of responses
in interviews with participants, particularly with the two participants who were employed by
the same school as the researcher (see Section 1.9.1). This potential was offset by adherence
to Cohen et al.’s (2007) advice that, in qualitative research, “validity might be addressed
through the honesty, depth, richness and scope of the data achieved, the participants
approached, the extent of triangulation and the disinterestedness or objectivity of the
researcher” (p. 133). Fernàndez (2004) explained that in Grounded Theory “avoiding
preconceptions is paramount in doing grounded theory. .... How can a person put aside what
she or he knows? The point made in the grounded theory literature is not that a clean slate is
necessary or even desirable; the critical point here is that the research does not start with a
theory to prove or disprove” (p. 45). The limitation of involvement and preconceptions will
be addressed through awareness and care taken in coding to reduce subjectivity.
The third is related to a possible “halo effect” or “Hawthorne Effect” as the
participants were from a small select group. There was a danger that this might lead to their
taking an overly positive view of their practice and the potential of the simulation. Their
understanding and perceptions may also be based on the introductory briefings and peer
support they have enjoyed as part of the initial rollout. This could lead to a singularity of
responses or responses influenced by the promotional material associated with the
simulation.
The fourth is the potential criticism is that the purposive sample does not represent
the wider population of educators but merely represents the varying characteristics and skills
of the participants in the study (Cohen et al., 2007). It does, however, sit well with the
theoretical sampling which is a key process in Grounded Theory, the method selected for this
study (Charmaz, 2006; Glaser & Strauss, 1967; Strauss & Corbin, 1990, 1994, 1998).
Steps were taken to lessen the impact of these limitations. For example, the
development of open-ended questions allowed teachers to come to terms with the
introduction of new technologies. Further, the researcher focussed the interviews on the
learning and teaching environment rather than an individual’s capacity to use or master the
technology thus countering the second and third limitation.
Chapter 9: Conclusion 227
9.4 Recommendations for further research
This study was developed from the desire to explore how emerging “disruptive”
technologies inform a teacher’s pedagogical practice. Therefore, since this is a relatively new
area of research, a number of research directions could be explored. Some areas for further
investigation could include:
investigating how students respond to immersive educational simulations as this will
continue to inform a teacher’s pedagogical approach;
examining a wider sample of teachers (if the program becomes more popular) over a
longer period of time to determine how these teachers evolve their pedagogical practice;
investigating how revisions of the Australian Curriculum: Economics and Business
could impact a teacher’s pedagogical belief and attitude towards the adoption of such
“disruptive” technologies;
examining how a teacher’s pedagogical approach to the teaching of a specific year level
of the Australian Curriculum for Economics and Business is impacted by the immersive
educational simulation;
investigating how the teachers exploit the characteristics of ICT to guide student-
learning within a constructivist learning environment (Newhouse et al., 2002; Trinidad et
al., 2005), particularly for immersive educational simulations;
investigating how teachers interpret their own pedagogy when teaching other business
subjects’ concepts and skills within and through immersive educational simulations; and
exploring how teachers interpret their own pedagogy when implementing immersive
educational simulations for other curriculum learning areas.
9.5 Endnote
The reason I undertook this study was to explore how such a “disruptive” technology, an
immersive educational simulation, could be adopted by teachers to change the way in which
Economics and Business was taught to students. While the very idea of implementing a
virtual reality component to the curriculum seemed quite exciting, I was more interested to
see how teachers, with a range of experience and technological expertise, would cope with
the implementation of such an emerging technology. I wanted to explore how teachers would
reflect on their own pedagogy and belief about emerging technologies, in order to now
respond to the demands of a changing educational landscape for teaching this subject-
specific curriculum area. Initially, I was eager to see how teachers simply accepted that this
was yet another aid to assist them in teaching Economics and Business (as they were used to
228 Chapter 9: Conclusion
previously incorporating a range of ICT tools). However, I became more intrigued with how
teachers began to show visible signs of relying on their own business industry experience
when teaching the key concepts of Economics and Business within this technology platform.
As the study progressed, I was quite surprised at the level of significance teachers
placed on their pedagogical approach when in- and out-worlds. This sparked a keen
interested in delving into the reasons why teachers were keen to explore new ways of
teaching as a result of having to teach simultaneously in- and out-worlds. The rich
discussions amongst the teachers surrounding this “duality” approach began to create a
renewed sense of excitement amongst the teachers in how they were creating engaging
learning experiences for their students. It was at this stage that I sensed something exciting
was emerging as teachers were really beginning to engage in deep reflection of their own
pedagogical practice and trialled a range of existing pedagogical strategies to inform their
teaching within an immersive educational simulation. After variable success, teachers began
to innately resort to their own business industry experience to respond to the Artificial
Intelligence (AI) of the PierSim Business Island Simulation program. I believe that this was
a key turning point in how teachers viewed this immersive educational simulation. No longer
did they see the program as a way to consolidate students’ understanding of the key
Economics and Business concepts and skills, but rather saw this as an opportunity with work
with students to begin working against the program.
Teachers began to realise how powerful the AI was within the program and viewed
PierSim Business Island Simulation as an assistant to the learning experience. They became
confident in consulting with students, using their expert industry experience and content
knowledge, to guide students in being able to respond to and forecast how the AI would
change the market conditions within the virtual trading environment. It was exciting to
observe the dynamics change in the classroom, from listening to the interviewees’ responses.
The literature suggested that teachers would simply resort to traditional pedagogical
practices and use the technology to consolidate students’ understanding of the content being
delivered to them. However, while aspects of this were relevant in the initial phases of the
interviews and survey responses, it was clear that, as the interviews progressed, the teachers
delved into more complex applications of integrating the PierSim Business Island Simulation
program. Therefore, teachers began to pioneer ways in how to effectively teach both in- and
out-worlds. It was refreshing to see how teachers relied on their expertise as a teacher and
their wisdom from their own business industry experience to devise pedagogical strategies
that would enhance the learning experiences for the students.
While this study only focussed on a small sample size, it was pleasing to see that this
group of teachers demonstrated exemplary teaching practice by responding to change in such
Chapter 9: Conclusion 229
a professional manner with the students’ best interests always at the forefront of their own
reflections. Hopefully, this study will allow for further study in the design and development
of effective pedagogical practices when implementing such disruptive technologies as
immersive educational simulations.
I believe we are only just starting to see a glimpse of the real potential that AI, virtual
reality and even mixed reality has to offer the secondary schooling learning environment and
I truly am privileged to be a part of this next exciting era for Economics and Business
Education. Perhaps it is timely to advocate that:
“Nobody wants to use technology to recreate education as it is”
(Scardamalia & Bereiter, 1994, p. 256)
References 231
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Appendices
Appendix A ICT Continuum (ACARA, n.d.-f).
Table A1: Applying social and ethical protocols and practices
Table A2: Investigating with ICT
Table A3: Creating with ICT
Table A4: Communicating with ICT
Table A5: Managing and operating ICT
Appendix B Technology Integration Matrix (TIM) (Welsh et al., 2011)
Appendix C Online Survey questions: questions, rationale, and relationships to
Research Questions
Appendix D Responses to Survey Item D
Table D1: Summary of responses to Item 6 (n=15)
Table D2: All responses to Item 6 by item (n=15)
246
App
endi
x A
: IC
T C
ontin
uum
(AC
AR
A, n
.d.-h
).
Tab
le A
1:
App
lyin
g so
cial
and
eth
ical
pro
toco
ls a
nd p
ract
ices
Ele
men
t Des
crip
tion
Sub-
elem
ent
Lev
el 5
. Typ
ical
ly, b
y th
e en
d of
Yea
r 8,
stud
ents
: L
evel
6. T
ypic
ally
, by
the
end
of Y
ear
10, s
tude
nts:
Th
is e
lem
ent i
nvol
ves s
tude
nts
deve
lopi
ng a
n un
ders
tand
ing
of h
ow
soci
al a
nd e
thic
al p
roto
cols
and
pra
ctic
es
are
appl
ied
whe
n us
ing
ICT.
St
uden
ts a
pply
app
ropr
iate
pra
ctic
es to
re
cogn
ise th
e in
telle
ctua
l pro
perty
for
digi
tal i
nfor
mat
ion
of th
emse
lves
and
ot
hers
. The
y us
e ap
prop
riate
pra
ctic
es fo
r th
e ph
ysic
al a
nd lo
gica
l sto
rage
and
se
curit
y of
dig
ital i
nfor
mat
ion,
and
app
ly
appr
opria
te p
roto
cols
whe
n us
ing
ICT
to
safe
ly c
reat
e, c
omm
unic
ate
or sh
are
info
rmat
ion.
Stu
dent
s gai
n an
un
ders
tand
ing
of th
e be
nefit
s and
co
nseq
uenc
es o
f the
use
of I
CT
by
indi
vidu
als,
grou
ps a
nd c
omm
uniti
es a
nd
the
impa
ct o
f the
use
of I
CT
on th
e fa
bric
of
soci
ety.
Rec
ogni
se in
telle
ctua
l pr
oper
ty
App
ly p
ract
ices
that
com
ply
with
lega
l ob
ligat
ions
rega
rdin
g th
e ow
ners
hip
and
use
of d
igita
l pro
duct
s res
ourc
es.
Iden
tify
and
desc
ribe
ethi
cal d
ilem
mas
an
d co
nsci
ously
app
ly p
ract
ices
that
pr
otec
t int
elle
ctua
l pro
perty
App
ly d
igita
l inf
orm
atio
n se
curit
y pr
actic
es
Inde
pend
ently
app
ly st
rate
gies
for
dete
rmin
ing
the
appr
opria
te ty
pe o
f di
gita
l inf
orm
atio
n su
ited
to th
e lo
catio
n of
stor
age
and
adeq
uate
se
curit
y fo
r onl
ine
envi
ronm
ents
.
Use
a ra
nge
of st
rate
gies
for s
ecur
ing
and
prot
ectin
g in
form
atio
n, a
sses
s the
ris
ks a
ssoc
iate
d w
ith o
nlin
e en
viro
nmen
ts a
nd e
stab
lish
appr
opria
te se
curit
y st
rate
gies
and
co
des o
f con
duct
. A
pply
per
sona
l sec
urity
pr
otoc
ols
Iden
tify
and
valu
e th
e rig
hts t
o id
entit
y, p
rivac
y an
d em
otio
nal s
afet
y fo
r the
mse
lves
and
oth
ers w
hen
usin
g IC
T to
col
labo
rate
with
loca
l and
gl
obal
com
mun
ities
.
Inde
pend
ently
app
ly a
ppro
pria
te
stra
tegi
es to
pro
tect
righ
ts, i
dent
ity,
priv
acy,
and
em
otio
nal s
afet
y of
ot
hers
whe
n us
ing
ICT,
and
di
scrim
inat
e be
twee
n pr
otoc
ols
suita
ble
for d
iffer
ent c
omm
unic
atio
n to
ols w
hen
colla
bora
ting
with
loca
l an
d gl
obal
com
mun
ities
. Id
entif
y th
e im
pact
s of I
CT
in so
ciet
y Ex
plai
n th
e be
nefit
s and
risk
s of t
he
use
of IC
T fo
r par
ticul
ar p
eopl
e in
w
ork
and
hom
e en
viro
nmen
ts.
Ass
ess t
he im
pact
of I
CT
in th
e w
orkp
lace
and
in so
ciet
y an
d sp
ecul
ate
on it
s rol
e in
the
futu
re a
nd
how
they
can
influ
ence
its u
se.
24
7
Tab
le A
2: In
vest
igat
ing
with
ICT
Ele
men
t Des
crip
tion
Sub-
elem
ent
Lev
el 5
. Typ
ical
ly, b
y th
e en
d of
Yea
r 8,
stud
ents
: L
evel
6. T
ypic
ally
, by
the
end
of Y
ear
10, s
tude
nts:
Th
is e
lem
ent i
nvol
ves s
tude
nts
inve
stig
atin
g qu
estio
ns, t
opic
s or
prob
lem
s usi
ng IC
T.
Stud
ents
use
ICT
to d
efin
e an
d pl
an
info
rmat
ion
sear
ches
of a
rang
e of
pr
imar
y an
d se
cond
ary
sour
ces.
They
lo
cate
, acc
ess,
gene
rate
, org
anise
and
/or
anal
yse
data
and
info
rmat
ion
and
appl
y cr
iteria
to v
erify
the
inte
grity
and
val
ue o
f th
e di
gita
l dat
a, in
form
atio
n an
d so
urce
s us
ing
ICT.
In d
evel
opin
g an
d ac
ting
with
IC
T ca
pabi
lity,
stud
ents
:
Def
ine
and
plan
info
rmat
ion
sear
ches
U
se a
rang
e of
ICT
to a
naly
se
info
rmat
ion
in te
rms o
f im
plic
it pa
ttern
s and
stru
ctur
es a
s a b
asis
to
plan
an
info
rmat
ion
sear
ch o
r ge
nera
tion.
Sele
ct a
nd u
se a
rang
e of
ICT
inde
pend
ently
and
col
labo
rativ
ely,
an
alys
e in
form
atio
n to
fram
e qu
estio
ns a
nd p
lan
sear
ch st
rate
gies
or
data
gen
erat
ion.
Lo
cate
, gen
erat
e an
d ac
cess
da
ta a
nd in
form
atio
n Lo
cate
, ret
rieve
or g
ener
ate
info
rmat
ion
usin
g se
arch
faci
litie
s and
or
gani
se in
form
atio
n in
mea
ning
ful
way
s.
Use
adv
ance
d se
arch
tool
s and
te
chni
ques
of s
imul
atio
ns a
nd d
igita
l m
odel
s to
loca
te o
r gen
erat
e pr
ecis
e da
ta a
nd in
form
atio
n th
at su
ppor
ts th
e de
velo
pmen
t of n
ew u
nder
stand
ings
. Se
lect
and
eva
luat
e da
ta a
nd
info
rmat
ion
Ass
ess t
he su
itabi
lity
of d
ata
or
info
rmat
ion
usin
g ap
prop
riate
ow
n cr
iteria
.
Dev
elop
and
use
crit
eria
sy
stem
atic
ally
to e
valu
ate
the
qual
ity,
suita
bilit
y an
d cr
edib
ility
of l
ocat
ed
data
or i
nfor
mat
ion
and
sour
ces.
248
Tab
le A
3 C
reat
ing
with
ICT
Ele
men
t Des
crip
tion
Sub-
elem
ent
Lev
el 5
. Typ
ical
ly, b
y th
e en
d of
Yea
r 8,
stud
ents
: L
evel
6. T
ypic
ally
, by
the
end
of Y
ear
10, s
tude
nts:
Th
is e
lem
ent i
nvol
ves s
tude
nts u
sing
ICT
to re
alis
e cr
eativ
e in
tent
ions
and
cre
ate
solu
tions
to c
halle
nges
and
task
s. St
uden
ts u
se IC
T to
gen
erat
e id
eas,
plan
s an
d pr
oces
ses t
hat c
larif
y a
task
or s
teps
, an
d ge
nera
te a
nd m
anag
e di
gita
l sol
utio
ns
to c
halle
nges
aris
ing
from
lear
ning
ac
tiviti
es o
r res
pond
ing
to a
nee
d or
cr
eativ
e in
tent
ion.
Gen
erat
e id
eas,
plan
s and
pr
oces
ses
Use
app
ropr
iate
ICT
to c
olla
bora
tivel
y ge
nera
te id
eas a
nd d
evel
op p
lans
. Se
lect
and
use
ICT
to a
rticu
late
idea
s an
d co
ncep
ts a
nd p
lan
the
deve
lopm
ent o
f com
plex
solu
tions
. G
ener
ate
solu
tions
to
chal
leng
es a
nd le
arni
ng a
rea
task
s
Des
ign
and
mod
ify si
mpl
e di
gita
l so
lutio
ns, o
r mul
timod
al c
reat
ive
outp
uts o
r dat
a tra
nsfo
rmat
ions
for
parti
cula
r aud
ienc
es a
nd p
urpo
ses
follo
win
g re
cogn
ised
con
vent
ions
.
Des
ign,
mod
ify a
nd m
anag
e co
mpl
ex
digi
tal s
olut
ions
, or m
ultim
odal
cr
eativ
e ou
tput
s or d
ata
trans
form
atio
ns fo
r a. r
ange
of
audi
ence
s and
pur
pose
s.
24
9
Tab
le A
4:
Com
mun
icat
ing
with
ICT
Ele
men
t Des
crip
tion
Sub-
elem
ent
Lev
el 5
. Typ
ical
ly, b
y th
e en
d of
Yea
r 8,
stud
ents
: L
evel
6. T
ypic
ally
, by
the
end
of Y
ear
10, s
tude
nts:
Th
is e
lem
ent i
nvol
ves s
tude
nts
unde
rsta
ndin
g an
d us
ing
appr
opria
te IC
T to
com
mun
icat
e w
ith o
ther
s. St
uden
ts u
se IC
T to
shar
e id
eas a
nd
info
rmat
ion
to c
olla
bora
tivel
y co
nstru
ct
know
ledg
e an
d di
gita
l sol
utio
ns. T
hey
deve
lop
an u
nder
stand
ing
of th
e co
ntex
t w
hen
com
mun
icat
ing
usin
g IC
T,
incl
udin
g a
sens
e of
the
audi
ence
, the
fo
rm o
f com
mun
icat
ion,
the
tech
niqu
es
used
and
the
char
acte
ristic
s of t
he u
sers
an
d th
e te
chno
logi
es.
Col
labo
rate
, sha
re a
nd
exch
ange
Se
lect
and
use
app
ropr
iate
ICT
tool
s sa
fely
to sh
are
and
exch
ange
in
form
atio
n an
d to
safe
ly c
olla
bora
te
with
oth
ers.
Sele
ct a
nd u
se a
rang
e of
ICT
tool
s ef
ficie
ntly
and
safe
ly to
shar
e an
d ex
chan
ge in
form
atio
n, a
nd to
co
llabo
rativ
ely
and
purp
osef
ully
co
nstru
ct k
now
ledg
e.
Und
ersta
nd c
ompu
ter
med
iate
d co
mm
unic
atio
ns
Und
erst
and
that
ther
e ar
e va
rious
m
etho
ds o
f col
labo
ratio
n th
roug
h co
mpu
ter m
edia
ted
com
mun
icat
ions
th
at v
ary
in fo
rm a
nd c
ontro
l.
Und
ersta
nd th
at c
ompu
ter m
edia
ted
com
mun
icat
ions
hav
e ad
vant
ages
and
di
sadv
anta
ges i
n su
ppor
ting
activ
e pa
rtici
patio
n in
a c
omm
unity
of
prac
tice
and
the
man
agem
ent o
f co
llabo
ratio
n on
dig
ital m
ater
ials
.
250
Tab
le A
5 M
anag
ing
and
oper
atin
g IC
T
Ele
men
t Des
crip
tion
Sub-
elem
ent
Lev
el 5
. Typ
ical
ly, b
y th
e en
d of
Ye
ar 8
, stu
dent
s:
Lev
el 6
. Typ
ical
ly, b
y th
e en
d of
Yea
r 10
, stu
dent
s:
This
ele
men
t inv
olve
s stu
dent
s man
agin
g an
d op
erat
ing
ICT
to in
vesti
gate
, cre
ate
and
com
mun
icat
e.
Stud
ents
app
ly te
chni
cal k
now
ledg
e an
d sk
ills t
o se
lect
, use
and
trou
bles
hoot
ap
prop
riate
dig
ital t
echn
olog
ies.
They
de
velo
p an
und
ersta
ndin
g of
har
dwar
e an
d so
ftwar
e co
mpo
nent
s, an
d op
erat
ions
of
appr
opria
te IC
T sy
stem
s, in
clud
ing
thei
r fu
nctio
ns, p
roce
sses
, pro
cedu
res a
nd
devi
ces.
Stud
ents
appl
y te
chni
cal
know
ledg
e an
d sk
ills t
o ef
ficie
ntly
and
se
cure
ly m
anag
e an
d m
aint
ain
digi
tal
data
.
Sele
ct a
nd u
se h
ardw
are
and
softw
are
Inde
pend
ently
sele
ct a
nd o
pera
te a
ra
nge
of d
evic
es b
y ad
just
ing
rele
vant
softw
are
func
tions
to su
it sp
ecifi
c ta
sks,
and
inde
pend
ently
use
co
mm
on tr
oubl
esho
otin
g pr
oced
ures
to
solv
e ro
utin
g m
alfu
nctio
ns.
Just
ify th
e se
lect
ion
of, a
nd o
ptim
ise
the
oper
atio
n of
, a se
lect
ed ra
nge
of d
evic
es
and
softw
are
func
tions
to c
ompl
ete
spec
ific
task
s, fo
r diff
eren
t pur
pose
s and
in
diff
eren
t soc
ial c
onte
xts.
Und
ersta
nd IC
T sy
stem
s Id
entif
y an
d co
mpa
re n
etw
orke
d IC
T sy
stem
com
pone
nts i
nclu
ding
be
twee
n ha
rdw
are,
softw
are
and
data
.
App
ly a
n un
ders
tand
ing
of n
etw
orke
d IC
T sy
stem
com
pone
nts t
o m
ake
chan
ges t
o fu
nctio
ns, p
roce
sses
, pr
oced
ures
and
dev
ices
to fi
t the
pu
rpos
e of
the
solu
tions
. Sa
ve a
nd re
triev
e di
gita
l da
ta w
ith su
ppor
t M
anag
e an
d m
aint
ain
data
for
grou
ps o
f use
rs u
sing
a v
arie
ty o
f m
etho
ds a
nd sy
stem
s.
Man
age
and
mai
ntai
n da
ta se
cure
ly in
a
varie
ty o
f sto
rage
med
ium
s and
form
ats.
25
1
App
endi
x B
: T
echn
olog
y In
tegr
atio
n M
atri
x (T
IM)
E
ntry
A
dopt
ion
Ada
ptat
ion
Infu
sion
T
rans
form
atio
n A
ctiv
e In
form
atio
n pa
ssiv
ely
rece
ived
C
onve
ntio
nal,
proc
edur
al u
se o
f too
ls
Con
vent
iona
l in
depe
nden
t use
of
tool
s; so
me
stud
ent
choi
ce a
nd e
xplo
ratio
n
Cho
ice
of to
ols a
nd
regu
lar,
self-
dire
cted
us
e
Exte
nsiv
e an
d un
conv
entio
nal u
se o
f to
ols.
Col
labo
rativ
e (C
oope
rativ
e)
Indi
vidu
al st
uden
t use
of
tool
s C
olla
bora
tive
use
of
tool
s in
conv
entio
nal
way
s
Col
labo
rativ
e us
e of
to
ols;
som
e st
uden
t ch
oice
and
exp
lora
tion
Cho
ice
of to
ols a
nd
regu
lar u
se fo
r co
llabo
ratio
n
Col
labo
ratio
n w
ith
peer
s and
out
side
re
sour
ces i
n w
ays n
ot
poss
ible
with
out
tech
nolo
gy.
Con
stru
ctiv
e In
form
atio
n de
liver
ed
to st
uden
ts
Gui
ded,
con
vent
iona
l us
e fo
r bui
ldin
g kn
owle
dge
Inde
pend
ent u
se fo
r bu
ildin
g kn
owle
dge;
so
me
stud
ent c
hoic
e an
d ex
plor
atio
n
Cho
ice
of to
ols a
nd
regu
lar u
se fo
r bui
ldin
g kn
owle
dge
Exte
nsiv
e an
d un
conv
entio
nal u
se o
f te
chno
logy
tool
s to
build
kno
wle
dge.
Aut
hent
ic
Use
unr
elat
ed to
the
wor
ld o
utsi
de o
f the
in
stru
ctio
nal s
ettin
g
Gui
ded
use
in a
ctiv
ities
w
ith so
me
mea
ning
ful
cont
ext
Inde
pend
ent u
se in
ac
tiviti
es c
onne
cted
to
stud
ents
' liv
es; s
ome
stud
ent c
hoic
e an
d ex
plor
atio
n
Cho
ice
of to
ols a
nd
regu
lar u
se in
m
eani
ngfu
l act
iviti
es
Inno
vativ
e us
e fo
r hi
gher
ord
er le
arni
ng
activ
ities
in a
loca
l or
glob
al c
onte
xt.
Goa
l-Dir
ecte
d (I
nten
tiona
l) D
irect
ions
giv
en, s
tep-
by-s
tep
task
m
onito
ring
Con
vent
iona
l and
pr
oced
ural
use
of t
ools
to p
lan
or m
onito
r
Purp
osef
ul u
se o
f too
ls
to p
lan
and
mon
itor:
som
e st
uden
t cho
ice
and
expl
orat
ion
Flex
ible
and
seam
less
us
e of
tool
s to
plan
and
m
onito
r
Exte
nsiv
e an
d hi
gher
or
der u
se o
f too
ls to
pl
an a
nd m
onito
r.
252
App
endi
x C
: O
nlin
e su
rvey
que
stio
ns w
ith r
atio
nale
, and
rel
atio
nshi
ps to
Res
earc
h Q
uest
ions
#
Item
R
atio
nale
(Sou
rce/
inte
ntio
n)
Rel
ates
to
RQ
#
1 H
ow lo
ng h
ave
you
been
teac
hing
Eco
nom
ics a
nd
Bus
ines
s (or
rela
ted
subj
ect a
reas
)?
Que
stio
ns 1
and
2 a
re in
tend
ed to
obt
ain
gene
ric b
ackg
roun
d in
form
atio
n ab
out t
he p
artic
ipan
ts a
nd th
eir f
amili
arity
with
the
Pier
Sim
Bus
ines
s Isl
and
Sim
ulat
ion.
-
2 H
ow lo
ng h
ave
you
been
usin
g th
e Pi
erSi
m B
usin
ess
Isla
nd S
imul
atio
n (b
ased
on
cate
gorie
s of l
ess t
han
one
year
, mor
e th
an o
ne y
ear b
ut le
ss th
an tw
o ye
ars,
and
mor
e th
an tw
o ye
ars)
?
-
3 W
hat d
o yo
u th
ink
(gen
eral
ly) i
s the
role
of I
CT
(info
rmat
ion
and
com
mun
icat
ion
tech
nolo
gy) i
n th
e te
achi
ng o
f Eco
nom
ics a
nd B
usin
ess?
Que
stio
n 3
is a
dire
ct a
skin
g of
RQ
1. It
is d
raw
n fro
m re
sear
ch in
to th
e ro
le
of b
elie
f and
self-
effic
acy
in th
e ad
optio
n of
ICT
in te
achi
ng p
ract
ice
(Ertm
er,
et a
l., 2
012;
Pee
raer
& V
an P
eteg
em, 2
012)
. It w
ill a
dd to
the
prof
ile o
f the
sa
mpl
e by
des
crib
ing
the
type
s of t
echn
olog
ies c
urre
ntly
and
pre
viou
sly
used
in
thei
r tea
chin
g.
RQ
1
4 W
hat d
o yo
u se
e as
the
mai
n pu
rpos
e of
the
Pier
Sim
B
usin
ess I
slan
d Si
mul
atio
n?
Que
stio
n 4
is d
esig
ned
to d
eter
min
e w
heth
er p
artic
ipan
ts a
re a
war
e of
the
peda
gogi
cal c
onne
ctio
n be
twee
n th
e af
ford
ance
s of t
he si
mul
atio
n an
d th
e te
achi
ng o
f a p
artic
ular
con
tent
dom
ain
(Ang
eli &
Val
anid
es, 2
009;
Ertm
er e
t al
., 20
12; F
arle
y, 2
014)
. The
resp
onse
s to
this
que
stio
n m
ay a
lso
reve
al th
e pa
rtici
pant
s’ u
nder
stan
ding
of h
ow th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n in
tera
cts w
ith th
e Ec
onom
ics a
nd B
usin
ess c
urric
ulum
and
if/h
ow th
e te
chno
logy
can
influ
ence
con
tent
-spe
cific
ped
agog
ies (
Ken
ny, 2
002)
.
RQ
1,
RQ
2,
RQ
3,
RQ
4
5 3-
D im
mer
sive
sim
ulat
ions
such
as t
he P
ierS
im B
usin
ess
Isla
nd S
imul
atio
n ha
ve b
een
desc
ribed
as d
isru
ptiv
e. D
o yo
u ag
ree
with
this
stat
emen
t? P
leas
e of
fer a
reas
on fo
r yo
ur a
nsw
er.
Que
stio
n 5
seek
s to
expl
ore
whe
ther
and
how
the
Pier
Sim
Bus
ines
s Si
mul
atio
n m
ight
/can
dis
rupt
the
tradi
tiona
l pra
ctic
es o
f tea
chin
g an
d le
arni
ng (C
onol
e, 2
013;
Con
ole
et a
l., 2
008;
God
win
-Jon
es, 2
005;
Pso
tka,
20
13) w
ithin
the
Econ
omic
s and
Bus
ines
s cur
ricul
um a
rea.
RQ
2,
RQ
3,
RQ
4
6 O
n a
scal
e of
1-5
with
1 b
eing
“st
rong
ly d
isag
ree”
and
5 b
eing
“str
ongl
y ag
ree”
, res
pond
to th
e fo
llowi
ng st
atem
ents
: 6a
I a
m c
omfo
rtabl
e w
ith th
e te
chni
cal a
spec
ts o
f the
Pie
rSim
B
usin
ess I
slan
d Si
mul
atio
n.
Que
stio
ns 6
a an
d 6b
alig
n w
ith th
e TP
ACK
(Tec
hnol
ogic
al, P
edag
ogic
al a
nd
Con
tent
Kno
wle
dge)
fram
ewor
k (C
hai e
t al.,
201
3; K
oehl
er &
Mis
hra,
200
8;
Mis
hra
& K
oehl
er, 2
006)
, par
ticul
arly
“Te
chno
logi
cal K
now
ledg
e” (T
K).
RQ
2
6b
I am
com
forta
ble
in n
avig
atin
g th
roug
h 3-
D v
irtua
l sp
aces
. R
Q2
25
3
# It
em
Rat
iona
le (S
ourc
e/in
tent
ion)
R
elat
es
to R
Q #
6c
I a
m a
ble
to e
xpla
in E
cono
mic
s and
Bus
ines
s con
cept
s an
d m
ap th
ese
to th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n.
Que
stio
ns 6
c an
d 6d
seek
to n
ote
if re
spon
dent
s und
erst
and
and
valu
e th
e af
ford
ance
s of t
he te
chno
logy
in th
e te
achi
ng o
f a p
artic
ular
con
tent
dom
ain,
na
mel
y, E
cono
mic
s and
Bus
ines
s (A
ngel
i & V
alan
ides
, 200
9; E
rtmer
et a
l.,
2012
; Far
ley,
201
4).
RQ
4
6d
I enj
oy te
achi
ng E
cono
mic
s and
Bus
ines
s thr
ough
the
Pier
Sim
Bus
ines
s Isl
and
Sim
ulat
ion.
R
Q4
6e
I am
aw
are
of IC
T as
a G
ener
al C
apab
ility
and
its
orga
nisi
ng e
lem
ents
with
in th
e A
ustra
lian
Cur
ricul
um fo
r Ec
onom
ics a
nd B
usin
ess.
Que
stio
n 6e
aim
s to
iden
tify
parti
cipa
nts’
kno
wle
dge
of a
nd fa
mili
arity
with
th
e re
quire
men
ts fo
r IC
T in
tegr
atio
n w
ithin
the
Aus
tralia
n C
urric
ulum
(A
CA
RA
, n.d
.-c, n
.d.-d
). Th
is a
ligns
with
the
TPA
CK (T
echn
olog
ical
, Pe
dago
gica
l and
Con
tent
Kno
wle
dge)
(Koe
hler
& M
ishra
, 200
8; M
ishr
a &
K
oehl
er, 2
006)
, par
ticul
arly
“Pe
dago
gica
l” (P
K) a
nd “
Con
tent
” K
now
ledg
e (C
K).
RQ
1,
RQ
3
6f
I thi
nk th
at te
achi
ng w
ith th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n re
pres
ents
a m
ore
effic
ient
way
of t
each
ing
Econ
omic
s and
Bus
ines
s.
Que
stio
n 6f
aim
s to
iden
tify
parti
cipa
nts’
agr
eem
ent w
ith th
e be
lief t
hat u
sing
te
chno
logy
allo
ws t
each
ing
to b
e m
ore
effic
ient
(Mad
dux
& Jo
hnso
n, 2
005)
. “E
ffic
ient
” in
this
stud
y is
giv
en to
mea
n ef
fect
ive
in ti
me
take
n to
exp
lain
an
d un
ders
tand
con
cept
s, an
d to
pro
vide
exp
lana
tions
and
con
vinc
ing
exam
ples
.
RQ
1,
RQ
2
6g
I am
con
cern
ed w
ith th
e w
orkl
oad
impl
icat
ions
of
teac
hing
with
the
Pier
Sim
Bus
ines
s Isl
and
Sim
ulat
ion
Q
uest
ion
6g e
xplo
res t
he p
artic
ipan
ts’ m
ore
prac
tical
con
cern
s for
how
te
chno
logy
impa
cts t
heir
teac
hing
pra
ctic
e (B
utle
r & S
ellb
om, 2
002)
. R
Q2
7 A
ttew
ell’s
(200
4) re
sear
ch a
rgue
d th
at IC
T ca
n: (i
) im
prov
e st
uden
ts’ l
itera
cy a
nd n
umer
acy;
(ii)
allo
w
stud
ents
to re
cogn
ise
thei
r ow
n st
reng
ths a
nd w
eakn
esse
s du
ring
the
lear
ning
pro
cess
; (iii
) par
ticip
ate
in b
oth
inde
pend
ent a
nd c
olla
bora
tive
lear
ning
act
iviti
es; a
nd, (
iv)
enab
le st
uden
ts to
rem
ain
focu
ssed
for l
onge
r per
iods
of
time.
Whi
ch, i
f any
, of t
hese
do
you
thin
k is
an
outc
ome
of le
arni
ng th
roug
h th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n? P
leas
e of
fer a
brie
f exp
lana
tion
or e
xam
ple.
Que
stio
n 7
is d
raw
n fr
om a
stud
y by
Atte
wel
l’s (2
004)
whe
re te
ache
rs w
ere
aske
d to
refle
ct o
n th
eir b
elie
fs to
war
ds th
e ef
fect
iven
ess o
f IC
T in
enh
anci
ng
the
lear
ning
out
com
es fo
r the
lear
ner.
The
parti
cipa
nts w
ill b
e as
ked
to
com
men
t on
thes
e fin
ding
s in
the
cont
ext o
f the
Pie
rSim
Sim
ulat
ion.
RQ
1,
RQ
3
254
# It
em
Rat
iona
le (S
ourc
e/in
tent
ion)
R
elat
es
to R
Q #
8
Sele
ct th
e st
atem
ent f
rom
the
list b
elow
whi
ch b
est r
eson
ates
with
you
r bel
ief o
f the
pot
entia
l im
pact
of t
he P
ierS
im B
usin
ess I
slan
d si
mul
atio
n on
the
teac
hing
and
lear
ning
of E
cono
mic
s and
Bus
ines
s?
I b
elie
ve th
at th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n sh
ould
not
repl
ace
tradi
tiona
l tea
chin
g pr
actic
e.
Que
stio
n 8
asks
par
ticip
ants
whe
ther
they
bel
ieve
that
the
sim
ulat
ion:
re
plac
es, c
hang
es, i
nteg
rate
s, en
hanc
es o
r tra
nsfo
rms t
each
ing
prac
tice
(Pee
raer
& V
an P
eteg
em, 2
012;
Sca
rdam
alia
& B
erei
ter,
2003
). Th
e re
spon
se
to th
is q
uest
ion
can
also
be
map
ped
to th
e le
vels
of t
he T
each
er P
rofe
ssio
nal
ICT
Attr
ibut
es F
ram
ewor
k (N
ewho
use
et a
l., 2
002)
.
RQ
1,
RQ
3,
RQ
4
I bel
ieve
that
the
Pier
Sim
Bus
ines
s Isl
and
Sim
ulat
ion
is w
orth
inve
stig
atin
g to
exp
lore
alte
rnat
ive
teac
hing
pr
actic
e.
I b
elie
ve th
at th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n ef
fect
ivel
y in
tegr
ates
ICT
into
the
exis
ting
curr
icul
um.
I b
elie
ve th
at th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n tra
nsfo
rms t
each
ing
and
lear
ning
pra
ctic
e.
25
5
App
endi
x D
: R
espo
nses
to S
urve
y It
em 6
Tab
le D
1:
Sum
mar
y of
resp
onse
s to
Item
6 (n
=15)
Item
St
rong
ly
Dis
agre
e n
(%)
Dis
agre
e n
(%)
Neu
tral
n
(%)
Agr
ee
n (%
) St
rong
ly
Agr
ee
n (%
) (a
) I a
m c
omfo
rtabl
e w
ith th
e te
chni
cal a
spec
ts o
f the
Pie
rSim
B
usin
ess I
slan
d Si
mul
atio
n.
0 (0
.00%
) 2
(13.
33%
) 1
(6.6
7%)
10 (6
6.67
%)
2 (1
3.33
%)
(b)
I am
com
forta
ble
in n
avig
atin
g th
roug
h 3-
D v
irtua
l spa
ces.
0 (0
.00%
) 1
(6.6
7%)
0 (0
.00%
) 12
(80.
00%
) 2
(13.
33%
) (c
) I a
m a
ble
to e
xpla
in E
cono
mic
s and
Bus
ines
s con
cept
s and
map
th
ese
to th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n.
0 (0
.00%
) 1
(6.6
7%)
0 (0
.00%
) 12
(80.
00%
) 2
(13.
33%
)
(d)
I enj
oy te
achi
ng E
cono
mic
s and
Bus
ines
s thr
ough
the
Pier
Sim
B
usin
ess I
slan
d Si
mul
atio
n.
0 (0
.00%
) 2
(13.
33%
) 2
(13.
33%
) 6
(40.
00%
) 5
(33.
33%
)
(e)
I am
aw
are
of IC
T as
a G
ener
al C
apab
ility
and
its o
rgan
isin
g el
emen
ts w
ithin
the
Aus
tralia
n C
urric
ulum
for E
cono
mic
s and
B
usin
ess.
0 (0
.00%
) 0
(0.0
0%)
0 (0
.00%
) 7
(46.
67%
) 8
(53.
33%
)
(f)
I thi
nk th
at te
achi
ng w
ith th
e Pi
erSi
m B
usin
ess I
slan
d Si
mul
atio
n re
pres
ents
a m
ore
effic
ient
way
of t
each
ing
Econ
omic
s and
Bus
ines
s.
0 (0
.00%
) 2
(13.
33%
) 3
(20.
00%
) 9
(60.
00%
) 1
(6.6
7%)
(g)
I am
con
cern
ed w
ith th
e w
orkl
oad
impl
icat
ions
of t
each
ing
with
the
Pier
Sim
Bus
ines
s Isl
and
Sim
ulat
ion.
0
(0.0
0%)
4 (2
6.67
%)
7 (4
6.67
%)
4 (2
6.67
%)
0 (0
.00%
)
256
Tab
le D
2:
All
resp
onse
s to
Item
6 b
y ite
m (n
=15)
R #
6a
6b
6c
6d
6e
6f
6g
11
Agr
ee
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Neu
tral
21 A
gree
A
gree
A
gree
A
gree
St
rong
ly A
gree
A
gree
A
gree
32
Stro
ngly
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Agr
ee
Dis
agre
e 41
Neu
tral
Stro
ngly
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Dis
agre
e 52
Dis
agre
e D
isag
ree
Dis
agre
e D
isag
ree
Stro
ngly
Agr
ee
Dis
agre
e A
gree
6
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
7 D
isag
ree
Agr
ee
Agr
ee
Dis
agre
e A
gree
N
eutra
l N
eutra
l 81
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Agr
ee
91 A
gree
A
gree
A
gree
N
eutra
l A
gree
D
isag
ree
Neu
tral
102
Agr
ee
Agr
ee
Agr
ee
Neu
tral
Agr
ee
Neu
tral
Neu
tral
11
Agr
ee
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Agr
ee
Neu
tral
12
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Neu
tral
13
Agr
ee
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Stro
ngly
Agr
ee
Neu
tral
Dis
agre
e 14
A
gree
A
gree
A
gree
St
rong
ly A
gree
St
rong
ly A
gree
A
gree
D
isag
ree
151
Stro
ngly
Agr
ee
Agr
ee
Agr
ee
Agr
ee
Stro
ngly
Agr
ee
Agr
ee
Neu
tral
Not
es to
Tab
le D
2
1.
Inte
rvie
w S
ubje
cts
2.
Prof
ile (s
ee S
ectio
n 6.
9)