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Title: Assessment in Smart Learning Environments: Psychological Factors Affecting Perceived Learning. Authors: 1) Thomas, Lauren Josie a Corresponding author. 2) Parsons, Michael a 3) Whitcombe, Dean a a University of South Wales, UK. Corresponding author information: Lauren Thomas University of South Wales Treforest Pontypridd CF37 1DL Tel: 01443 482179 Email: [email protected] Declarations of interest: none. Abstract: Smart learning environments (SLEs) are spaces which incorporate technology to improve student learning outcomes. This growing body of literature typically examines day-to-day learning, but very little research considers the use of these environments for formative and summative assessments. This paper focuses on an innovative crisis simulation which took place in a unique smart learning environment at the University of South Wales. This simulation suite, one of only seven utilised in higher education globally, was used to investigate how SLEs can be used to conduct successful real time simulations for summative assessment. Using a case study approach and PLS SEM methodology this research demonstrates that the psychological factors of social support and career relatedness show significant positive effects upon perceived learning in these environments. Surprisingly, the perceived ease of use of the technology does not significantly impact upon perceived learning. This research contributes a valuable understanding of simulation learning within SLEs, and its relationship to positive

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Page 1: 1.Introduction: - pure.southwales.ac.uk  · Web viewPotential factors in this outcome are considered in the discussion section. The R2 for perceived learning was .431, meaning 43%

Title: Assessment in Smart Learning Environments: Psychological Factors Affecting Perceived Learning.

Authors:

1) Thomas, Lauren Josie a Corresponding author. 2) Parsons, Michael a

3) Whitcombe, Dean a

a University of South Wales, UK.

Corresponding author information:Lauren ThomasUniversity of South WalesTreforestPontypriddCF37 1DLTel: 01443 482179Email: [email protected]

Declarations of interest: none.

Abstract: Smart learning environments (SLEs) are spaces which incorporate technology to improve student learning outcomes. This growing body of literature typically examines day-to-day learning, but very little research considers the use of these environments for formative and summative assessments.

This paper focuses on an innovative crisis simulation which took place in a unique smart learning environment at the University of South Wales. This simulation suite, one of only seven utilised in higher education globally, was used to investigate how SLEs can be used to conduct successful real time simulations for summative assessment.

Using a case study approach and PLS SEM methodology this research demonstrates that the psychological factors of social support and career relatedness show significant positive effects upon perceived learning in these environments. Surprisingly, the perceived ease of use of the technology does not significantly impact upon perceived learning. This research contributes a valuable understanding of simulation learning within SLEs, and its relationship to positive outcomes in student perceived learning. Implications for both academics and practitioners are discussed, and suggestions for future research are given.

Key words: smart learning environments, technology enabled learning, social support, ease of use, relatedness, perceived learning.

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1.Introduction:The pedagogical approaches to teaching and assessment often lag behind the technology able to support them (Kinshuk et al., 2016; Price, 2015; Spector, 2014) and currently there is a need to fully explore how to use Smart Learning Environments (SLEs) for the benefit of the student (Chang et al., 2015). While the definition of SLEs has not been fully agreed (Spector, 2014), there are some noted aspects. SLEs should aim to support innovative opportunities for both students and lecturers (Spector, 2014). They should allow for students to develop skills which can be taken from context to context, and these developments in knowledge should be noticeable in the real-time environment (Kinshuk, 2016). They are environments which are effective, efficient, and engaging (Spector and Merrill, 2008), where the learning outcomes are preferably better than those of similar students in traditional environments (Spector, 2014). Within this environment, collaboration has been highlighted as a key feature where learning and problem solving are desirable outcomes (Frankl and Bitter, 2013).

The need for research on what psychological factors affect students in SLE environments in clear. The issue of a lack of empirical research within the area as highlighted by Spector (2014) remains the case today. Research on how groups can negotiate computer-mediated environments for learning has been underway for some time (Francescato et al., 2006; Gan et al., 2015; Lopez-Yanez et al., 2015), but how groups use computers and other technology as aspects of SLEs is less clear. Further to this, the use of SLEs for assessment is a rare topic in the literature (Klimova, 2015), as is work on the psychological factors that may affect these learners (Islam, 2016). The increasing use of simulation technology in industry training emphasises the relevance of these technologies for the classroom, including for assessment purposes (Andrews et al., 2014). With this in mind, this research aims to develop and test a model to explain the influence of several pertinent factors upon student’s perceived learning in SLEs.

One of the obvious benefits of an SLE is the opportunity to run deeply engaging simulations from which students can undertake both formative and summative assessment (Klimova, 2015). Research on simulations is on the rise (Beuk, 2015; Kietzmann and Pitt, 2016; Kinshuk et al., 2016), although they have been used successfully in marketing classrooms for some time (Burns and Golen, 1983; Low, 1980; Redmond, 1989). The research undertaken in this paper draws data from one such simulation, using an innovative final year undergraduate public relations module at the University of South Wales as its data collection point. The students worked in teams to handle simulated public relations crisis based on a previous scenario. This year students were asked to deal with the public relations for Fyre Festival, which famously went badly wrong leaving thousands of consumers stranded on an island with little food, shelter, or the promised entertainment (Butterly and Crookes, 2017).

It is important at this juncture to acknowledge the distinctiveness of perceived learning in comparison with the often-associated construct of actual learning. Education research such as Sitzmann et al’s (2010) meta-analysis of learning studies has established that the two concepts are markedly different. As Bacon (2016:107) observed, “The term perceived learning refers to a student’s self-report of knowledge gain, generally based on some reflection and introspection…Actual learning reflects a change in knowledge identified by a rigorous measurement of learning”. Recognizing and understanding the difference between the two concepts avoids potential confusion in the measurement of learning which can broadly be categorised in two ways: 1) direct measures of learning, such as scoring task performance based on a specific learning goal, which are employed to assess actual learning, and 2) indirect measures such as self-reports of learning which subjectively appraise perceived learning (Elbeck and Bacon, 2015). Although several scholars (e.g. Bacon, 2011;

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Kennedy et al. 2002; Sitzmann et al. 2010) have questioned the validity of perceived learning as an effective measurement of pedagogical success the construct remains a key component in the study of SLEs. Recent studies of e-learning platforms (Ifinedo et al., 2018; Lin, 2018) and online social presence (Chen, 2018; Richardson et al., 2017), for example, have utilised the concept of perceived learning.

1.2 Benefits of SLEs:

Simulation activities within SLE are widely recognised as offering students unique opportunities to link theory and real-world practice (Brennan, 2014). Numerous studies have examined the use of simulations within a wide range of disciplines, including marketing (Faria & Wellington, 2004) with scholars highlighting their ability to develop the marketing skills and attitudes required to deal with some of the complexities of their future careers (Brennan & Vos, 2013; Vos & Brennan, 2010). More recently, Canhoto and Murphy’s (2016) analysis of simulations highlighted several benefits for experimental learning, notably in terms of enhancing the acquisition of tacit knowledge, offering an active approach to learning favoured by contemporary students and augmenting employability skills (Ardley & Taylor, 2010; Barker, 2014; Ganesh & Sun, 2009).

Underpinning these benefits is the common use of technology to enhance experimental learning. Whilst this trend is reflected in several studies which have examined computerised simulations (Cadotte, 2016; Flostrand et al., 2016) there nevertheless remains a noticeable lack of empirical research on the effectiveness of simulations. Indeed, several scholars have questioned the common use of instructors’ subjective impressions or select qualitative feedback from students (Fuller, 2016; Olson, 2012; Raymond & Sorensen, 2008) in the evaluation of simulation activities. As Wang (2016) observed, most published articles on simulations have focused on their operationalisation rather than investigating their impact on positive learning outcomes.

This research gap is summed up in Ranchhod et al.’s (2014, p. 75) comment that the literature on simulations has typically neglected “the way in which students make sense of this pedagogical exercise”. By investigating the psychological factors which affect students in SLE environments this paper responds to Wang (2016) and Ranchhod et al.’s (2014) comments by providing a much-needed study of the use of SLEs for assessment within the context of perceived learning. We now put forward three constructs for testing in relation to explaining perceived learning (figure 1).

1.3 Social support:

Social support has generated an extensive body of literature but despite its importance it largely fails to appear in the learning literature and has not yet been applied to SLEs. Defined as “information leading the subject to believe that he is cared for and loved, esteemed, and a member of a network of mutual obligations’ (Cobb; 1976, p.300) social support is an important factor for students (Wilcox et al., 2005; Xerri et al., 2017). Several studies, for example, have demonstrated the importance of social support in dealing with stress and reducing the effects of stressful environments (Carver et al., 1989; Cohen and Wills, 1985), such as one encounters in a summative, live, group assessment. Students can draw upon social support before, during, and after individual assessments (Folkman and Lazarus, 1985). Given the increased emphasis on teamwork as a learning objective (Riebe, et al. 2016) in response to the recognition of the role of collaborative learning on developing skills, such as communication and confliction resolution, required by employers (Britton, et al., 2017), social

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support is unsurprisingly important where members of a group rely on each other to perform well to achieve a good assessment grade (Good and Adams, 2008).

The concept of social support is multi-dimensional but applied in this context it consists of two dimensions, informational support, and emotional support. Informational support includes factors such as providing guidance and suggestions, which in times of stress can assist in problem solving. Emotional support entails factors such as trust, empathy and acceptance (Langford et al., 1997; Liu and Hung, 2016; Sherbourne and Stewart, 1991; Wentzel et al., 2016; Wills, 1991). Within the context of teamwork and collaborative learning both dimensions affect group work. The absence of social support can, for example, result in interpersonal issues which can cause barriers to collaborative learning (Burns and Golen, 1983; Johnson et al., 2015). These findings were subsequently confirmed in de Janasz and Forret’s (2007) paper which highlighted the importance of providing students with opportunities to network to foster social support. Bravo et al. (2018) meanwhile demonstrated that satisfaction with the teamwork and the expected quality of the outputs can positively influence student perceptions of teamwork, while workload and task complexity have negative influences. This latter point is particularly important for simulations within a SLE context, which potentially presents added levels of technical complexities to student teamwork. Morris et al. (2004), for instance, observed that groups may struggle to share and allocate resources such as screens, and that this issue may become more difficult to manage as the number of users and the number of documents increase.

These research findings were subsequently reflected in the design and implementation of the crisis simulation. Prior to the simulation, students were accordingly given opportunities to meet each other, in line with de Janasz and Forret’s (2007) research findings. Based on the need to complete several tasks simultaneously during the simulation, screens were kept to a minimum (one laptop, one phone) for the duration of the assessment. The assessors likewise resided in a multi-display environment with multiple displays of each group producing both visual and audio information to enable real-time, non-invasive assessment of learning. Whilst reducing the number of communication devices and observing the student teams from a separate control room represented an attempt to mitigate the issues identified by Morris et al. (2004) the importance of social support cannot be underestimated. In terms of the simulation assessment, poor levels of social support could potentially cause a lack of information sharing and emotional barriers to communication, advisedly affecting learning outcomes. Supported by several studies which have highlighted the impact of social support on academic performance (Cutrona et al., 1994; Eggens et al., 2008; Levitt et al., 1994; Wentzel, 1998, 1999), we therefore hypothesise:

H.1: Social support will influence perceived learning.

1.4 Relatedness:

Perceived relatedness considers the students perceptions on how related their learning and assessment is to their desired future careers. Business schools have a duty to provide students with skills they can use in their careers (Bennis and O'Toole, 2005), and this construct is particularly important given the widely publicised skills' deficiencies in UK graduates (Frankham, 2017; Novakovich et al., 2017). Despite such criticisms the design and implementation of a crisis simulation held within a SLE offered students an opportunity to develop and demonstrate the digital competencies required by employers in the business sector. Such digital competencies include the appropriate use of social media to send messages, engage with others, and foster participation in

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virtual communities (Alber et al., 2015) and appreciation of new media literacies which underline the convergence of traditional and digital journalism (Ventura et al., 2018). Whilst prior research by Tymon (2013) highlighted that first and second year Business Studies students expressed ambivalence about employability, this was not generally reflected in the student cohort who completed the crisis simulation. This can be explained by the characteristics of this student group, notably in terms of their familiarity with digital communication devices and status as final year undergraduate students. Such features can be related to studies which have demonstrated how students engage better with technology that they feel is relevant to them (Sebian and Tominc, 2015) as well as expressing a positive attitude towards tasks which are linked to team performance (Johnson et al., 2015). In this environment a good team performance will help to ensure learning. With this in mind, we hypothesise the following:

H.2: Relatedness will influence perceived learning.

1.5 Ease of use:

Defined by Davis (1989, p. 320) as "the degree to which a person believes that using a particular system would be free of effort," perceived ease of use is a central component of the Technology Acceptance Model (TAM) (Davis, 1989; Davis et al., 1989; Venkatesh et al., 2007). The model suggests that technology adoption is a function of perceived ease of use as well as perceived usefulness, a term used to describe "the degree to which a person believes that using a particular system would be free of effort” (Davis, 1989, p.320). Although the relationship between the ease of use and perceived usefulness constructs has been debated, with some authors considering them separate concepts (e.g. Sánchez and Hueros, 2010; Al-Busaidi, 2013; Yeou, 2016) whilst others have combined them (e.g. Chiu et al., 2005), TAM remains a seminal paradigm. While scholars such as Pavlou and Fygenson (2006) have criticised TAM for being incomplete an extensive body of research has nevertheless emerged aimed at improving the model’s accuracy and predictive ability (e.g. He et al., 2018; Turel et al., 2011; Venkatesh et al., 2012).

Within the context of education research perceived ease of use remains a key construct in technology enhanced and computer-mediated learning environments (Abdullah and Ward, 2016; Chang et al., 2015). Several studies of students’ acceptance of Moodle, for example, have highlighted the positive impact of perceived ease of use on technology adoption (Al-Busaidi, 2013; Ifinedo et al., 2018; Padilla-Meléndez et al., 2013; Yeou, 2016). Similar results have emerged from studies of students’ acceptance of learning systems and blogs (Chang and Yang 2013; Abdullah et al., 2016). While perceived ease of use has been identified as an important aspect of SLEs (Chang et al., 2015), little research currently examines it in relation to simulations within a SLE environment. Research has previously demonstrated that students’ perceptions of technology can create barriers to learning in simulations (Burns and Golen, 1983; Darban and Polites, 2016) and perceived ease of use is known to affect continuance intentions for business simulations games (Clark et al. 2009; Doyle and Brown 2000; Tao et al., 2009). This was demonstrated in Adobor and Daneshfar’s (2006) study of the factors that promote the effective use of simulations in management education, which highlighted the positive impact of perceived ease of use on learning outcomes.

Despite such findings there remains a lack of research into the effects of perceived ease of use on students completing simulations within SLEs. The SLE utilised for this study involved student teams completing a crisis simulation in rooms equipped with a smartphone, laptop, printer, and a TV screen with which to view incoming information and revolving social media posts. Each student

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group needed to successfully interact with the technology to complete all sections of their assessment. In accordance with prior studies (e.g. Al-Busaidi, 2013; Sánchez and Hueros, 2010; Yeou, 2016) the researchers considered perceived ease of use as a separate construct and due to the potential impact of perceived ease of use on student learning outcomes hypothesised that:

H.3: Ease of use will influence perceived learning.

Figure 1: Hypothesised relationships.

2.Methodology:2.1 Scenario and Subjects:

The simulation focused on the students' ability to perform as a communications team during the Fyre Festival, which famously went badly wrong leaving thousands of consumers stranded on an island with little food, shelter, or the promised entertainment (Butterly and Crookes, 2017). The SLE was the Hydra simulation suite at the University of South Wales (displayed in figure 2). The Hydra simulation suite and methodology were designed by Professor Jonathan Crego as a unique high-fidelity training tool that enables the monitoring of real-time decision-making and leadership of emergency service personnel (police officers, social care professionals and the military) during critical incidents (Alison et al., 2012; Crego, 1995). Historically used for the training of police officers, this unique learning space now exists within Universities throughout the UK. Due to licensing restrictions, the Hydra software and methodology were not utilised during this study. However, the IT, audio-visual (microphones and HD cameras) equipment and remote access software contained within this SLE were used throughout.

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Figure 2: Visual representation of a Hydra simulation suite.

Sixty-five (n = 65) students took part in the simulation. Prior to the simulation day, this cohort was split into 3 groups and each group was asked to attend at different times throughout the day. Each group was split into teams (~5 or 6 students per team) based on their grade from a previous assessment. Students were made aware of their team members approximately 2 weeks before the simulation took place. Furthermore, a mock simulation was conducted over a 3-week period (1 hour per week) prior to the simulation day to familiarise the students with the methods used to deliver exercise material.

On the day of the simulation, the first group of students reported to the plenary room at 08.50am, where they were briefed about the simulation and asked to sign a consent form, in accordance with project's University of South Wales ethical approval. Shortly after, the 4 teams entered their assigned pod room, where they worked in isolation for 2 hours. The majority of exercise material (news articles, social media posts and news broadcasts) and tasks were provided to the students in the form of a custom-made video clip (Adobe Premiere Pro CC, 2017) using the large PC monitors in the pod rooms (displayed in figure 3). Exercise material was provided in accordance with the pre-constructed storyboard and a time limit was set for each task using a countdown timer displayed on the video clip. The simulation had 3 distinct "Acts", reflecting key points in the real-life crisis designed to allow students to demonstrate and develop key crisis communication skills at appropriate points. A designated PC located in each pod room was used to complete the tasks set throughout the simulation and a whiteboard and pens were also provided. Other information was provided via networked printers and each pod room were given a mobile phone to receive journalist calls.

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Figure 3: Examples of exercise material and tasks provided in the pod rooms.

Throughout the scenario, their aim was to apply skills and theories to obtain a successful outcome. This included actions that used technology in varying ways, such as emailing staff working at the festival, responding to official bodies, writing a press release for news media, and answering phone calls from journalists. Inside the pod rooms were cameras and microphones that allowed both academics and external practitioners (one practitioner assigned to each pod room) to unobtrusively observe and take notes on their performance before a debriefing session and grade being decided (displayed in figures 4 and 5).

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Figure 4: Students being monitored from the control room and plenary room.

Figure 5: Students being debriefed about their performance by an external practitioner.

Following the simulation, each group returned to the plenary room where they were given a paper questionnaire. All questionnaires were returned and of a total of 65 questionnaires, 61 useable responses were obtained, all of which were anonymised before using the data. The sample was aged between 20 and 51 years old (mean age of 21 years) and 27% were male and 73% were female. Following completion of the questionnaire, students were asked to leave the plenary and asked not to confer with any other students about the simulation. The other student groups attended the Hydra suite throughout the day and completed the simulation as described above.

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2.2 Measurement development:

The majority of questions included in the survey come from previous literature, with a view to increasing the reliability and validity of the survey instrument (see appendix one). A pre-pilot study resulted in some item re-wording, while the 10-student pilot survey presented no further issues. The pilot responses were not included in the research. Likert scales with 7 points were used for each question, and the responses ranged from strongly disagree (1) to strongly agree (7).

2.3 Data analysis and findings:

The analysis is conducted using partial least squares structural equation modelling (PLS SEM). Unlike more traditional variance-based SEM, PLS SEM is capable of dealing with non-normal data, such as was obtained here (Hair et al., 2017). Another determinant of this was the limited sample size available, as PLS SEM is typically capable of dealing with small sample sizes (Chin, 1998; Ringle et al., 2012). The sample size exceeded that needed for this analysis, in line with Cohen (1992). Data was analysed using SmartPLS software, version 3.2.7 (Ringle et al., 2015).

3.Measurement model:

3.1 Reliability:

When using PLS SEM the preferred method for assessing reliability is composite reliability (Hair et al., 2017). Cronbach’s alpha may also be considered also. Scores of a .70 and over indicate reliability for both composite reliability and Cronbach’s alpha. All scores were above .70 (see table 1), thus the research can be considered reliable.

3.2 Validity:

Content validity and construct validity are considered here. Content validity was ensured via a thorough literature review, and further to this, many of the questionnaire items were adapted from existing literature, enhancing the content validity further. Construct validity is comprised of convergent and discriminant validity. The AVE’s are all above .50 (see table 1), and therefore convergent validity is established (Bagozzi and Yi, 1988). In terms of discriminant validity, the Hetero-trait Mono-trait (HTMT) criterion has recently been shown to be a better measure than cross-loadings or the Fornell-Larcker criterion (Henseler et al., 2015). All loadings were below the .85 cut off and therefore discriminant validity is established (Henseler et al., 2015). With content and construct validity established, the research can be considered valid.

Social support Relatedness Ease of use Perceived learning

Social support 0.843 Relatedness 0.566 0.822 Ease of use 0.064 0.332 0.853

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Perceived learning

0.583 0.574 0.197 0.847

AVE 0.711 0.676 0.728 0.718CR 0.925 0.926 0.914 0.910CA 0.899 0.905 0.893 0.870

(AVE = average variance extracted, CR = composite reliability, CA = Cronbach’s alpha. In bold is the square of correlation between constructs).

3.3 Structural model:

Two items were removed from the model (EU4 and PL3) due to loadings below the .7 level. As they were above .4, but increased the AVE when removed, they were removed in line with Hair et al. (2017). Figure 2 demonstrates the results of the model. Hypothesis testing is enabled via a bootstrapping method (table 2). Two of the three hypotheses put forward were supported, and one was rejected. The relationship between social support and perceived learning was accepted, with an effect size that proved to be large (p = .020, f2 = .178). Therefore, H1 is supported. The effect of relatedness on perceived learning was also accepted (p = .027, f2 = .115), but with a smaller effect size, meaning social support is the more influential construct within this model. This allows for H2 to be supported.

Surprisingly, H3 the relationship between ease of use and perceived learning, was rejected (p = .596, f2 = .006). This signifies that ease of use did not have any significant effects on perceived learning following the simulation. Potential factors in this outcome are considered in the discussion section. The R2 for perceived learning was .431, meaning 43% of students’ perceived learning can be explained by this model, allowing for a valuable contribution to the literature. The results of the model are summarised in figure 6.

T-statistics

P-values Path coefficient

f2 Accept/Reject

Social support > Perceived learning

2.342 0.020 0.392 0.178 Accept

Relatedness > Perceived learning 2.214 0.027 0.332 0.115 AcceptEase of use > Perceived learning 0.531 0.596 0.061 0.006 Reject

Table 2: results of the analysis.

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Figure 6: Results of the model.

4.Discussion:Students undertaking assessments in an SLE are at the forefront of a wave of necessary pedagogical change. This places a significant need on developing a better understanding of the psychological antecedents to successful perceived learning in these kinds of innovative learning environments. Within this section the findings are discussed in the context of existing literature with the effects on social support, relatedness, and ease of use on perceived learning are discussed in turn.

4.1 Social support:

Social support emerged as the most influential factor within the model, clearly demonstrating that more work needs to be done on this concept in relation to group learning in SLEs. Overall student reporting of perceptions of social support were scored very high, indicating that the pre-simulation introduction processes had worked well for students (conducted in line with de Janasz and Forret, 2007), despite them not working in groups of their own choosing. This was likely affected by the fact that students were relying on overall team performance to achieve good grades (Good and Adams, 2008). This further supports the idea that social support can help to reduce the effects of stressful environments (Carver et al., 1989; Cohen and Wills, 1985), including in this specific educational context. The existence of perceived social support likely also helped facilitate a lack of barriers to learning (Burns and Golen, 1983; Johnson et al., 2015).

Both informational and emotional support were thought to play key parts during this live group assessment. Informational support is thought to be less important than if students had chosen their own teams, because students were put into teams with similar grades from a previous assessment and were therefore at similar levels of academic capability. However, the ability to provide informational support and apply problem solving skills at the right time is not necessarily spread

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equally across team members, meaning it still has importance. Further, emotional support influencing factors such as trust, empathy, and acceptance, is conducive to better teamwork. It is reasonable to hypothesise that as the higher education curriculum and assessment moves towards a more collaborative approach, social support may become an even more important factor.

4.2 Relatedness:

Business schools have a duty to supply their students with skills for the job market (Bennis and O'Toole, 2005; Novakovich et al., 2017) and therefore confirming the relationship between career relatedness and perceived learning is important. Skills which have been identified as important include teamwork, communication, and conflict resolution (Riebe et al., 2016; Britton et al. 2017), and this simulation was designed to enhance them. As was demonstrated in previous research by Sebian and Tominc (2015), when students perceive a skill as relevant to themselves, they are more likely to find the platform for learning more useful also, explaining why student feedback collected on the simulation in this and previous years has been so positive in general.

While students typically gave high scores in their feelings on the ability of the simulation to provide them with skills (namely, crisis management, teamwork, digital and non-digital communication skills), they gave lower ratings to the questions on the simulation aiding future job performance and being useful in future careers. This clearly relates back to research from Tymon (2013) who found that first and second year Business Studies students had expressed ambivalence about employability. While students were clearly aware of the importance of the skills they were learning, they were less able to make the link between these skills and career relatedness. Ongoing discussions with students from simulations in previous years have revealed that they have since found the simulation was very useful in their careers in terms of the skills they gained – so questions around when and how the link is made between these skills and career relatedness continue to exist.

4.3 Ease of use:

Student's perceived ease of use of the technology in the room did not have a significant impact on perceived learning in this context. This result was unexpected due to the proven relationship between ease of use and positive learning outcomes in simulations (Adobor and Danesfhar, 2006), and ease of use and continuance intentions for business simulation games (e.g. Clark et al., 2009). This result was further surprising given the ongoing relationship with perceived ease of use and learning in similar bodies of learning literature (e.g., Abdullah and Ward, 2016; Ifinedo et al., 2018). More needs to be done to investigate and understand what factors made ease of use a redundant part of the model in this particular context. As demonstrated by Chang et al. (2015), ease of use is considered with relative frequency in the related literature, but unfortunately no literature is currently close enough to aid a direct comparison of results.

There are multiple considerations in why ease of use may not have been an influential factor for students in this instance. A significant majority of students were part of the "digital native" generation (Akcayir et al., 2016; Helsper and Eynon, 2010), for whom technology enhanced learning is typically positive, and something they feel equipped to deal with (Comer et al., 2015; Thompson, 2015). Therefore, it is possible that they didn't feel the use of technology was a significant factor in their perceived learning. Worth noting, as Jones et al. (2010) find, is that digital natives can vary widely in their perceptions and usage of technology and so this may not fully explain the outcome.

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Further to this, students had participated in a mock crisis event and had been briefed about the technology they would use – this is potentially a contributing factor in that it gives students time to prepare and feel comfortable that the technology was a part of their assessment. An additional potential factor is that students were not using technology they were unfamiliar with. If students had been asked to use cloud technology, virtual reality, or other new technological developments in education, then it is anticipated that the relationship between ease of use and perceived learning would become significant in nature. This needs to be considered in future research - creating a deeper understanding of ease of use in relation to SLEs is necessary, given that poor student perceptions of technology can create barriers to learning (Burns and Golen, 1983; Darban and Polites, 2016).

5.Conclusion:

This research put forward a model that explained 43% of students' perceived learning in SLEs during a crisis simulation. Social support and the relatedness of the activity and skills to students desired careers were shown to be significantly and positively related to perceived learning. Surprisingly, ease of use of the technology used as part of the simulation was a non-significant factor, requiring future research.

5.1 Applications for this research:

This research was conducted in answer to a clear need for more research on specific aspects of SLEs (Kinshuk et al., 2016; Spector, 2014), most notably in relation to the use of SLEs for assessment (Klimova, 2015) and how psychological factors may be affecting learners in these environments (Islam, 2016). Further value is added in providing evidence for the effectiveness of simulations in SLEs on meeting learning outcomes, addressing calls from both Ranchhod et al. (2014), and Wang (2016).

Additional value can be found in this research as it adds to a growing body on literature on simulations in education, especially outside of the medical field where the majority of work has been done. Immersive and collaborative learning are key pedagogical trends that academics will need to become familiar and confident with over the coming decade, as use of these techniques within the classroom will facilitate the student learning experience. Understanding the psychological factors that affect students within this context allows for a better design, and better learning outcomes. Practitioners may wish to apply similar training styles to graduate programmes and staff training schemes, as recent history has demonstrated on numerous occasions the inability of business organisations to respond to crisis situations. At University level, the use of simulated learning can help fix this skills gap by preparing future practitioners in safe environments at a pre-career stage.

5.2 Limitations and future research:

The use of self-report studies and live scenarios prevents a fully objective exploration of actual learning, and therefore perceived learning is likely to continue being used by researchers in this field, despite questions surrounding its appropriateness (e.g. Bacon, 2011; Kennedy et al., 2002; Sitzmann

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et al., 2010). As student perceptions of learning may possibly change over time the cross-sectional approach used here has clear limitations. Future research could include the use of longitudinal surveys to measure potential changes, with a view to better understanding the end result of these fluctuations. While 43% of students' perceived learning was explained by this model, making it an initial success, the most obvious question is what factors account for the other 57%? Further, are they so myriad that they prevent the development of a parsimonious model? It seems that purpose-built qualitative research is needed here to gain a clearer understanding of the psychological antecedents to success in SLEs.

On a different note, the lack of a relationship between ease of use and perceived learning was surprising. Future replicate and extension of this study to determine where, why, and how differences in this relationship might occur would be valuable. One particular area of interest is whether the incorporation of virtual / augmented reality, cloud-based applications and other new technologies would cause the relationship to become significant in nature again. Tangential to this, research on how teaching academics may in themselves form barriers to using new technology in the classroom would be beneficial. Further, a different subject area, or different cultures, may produce different results meaning the generalisability of the model cannot be fully assessed without replication.

In relation to work needed on career relatedness and the skills taught during use of SLEs, there is a need to better understand how students make the link between the skills they feel they learn in simulations, and how those skills fit into their careers. Due to the changes which take place over time in students' perceptions of these skills, longitudinal research would be the most beneficial contribution to the area here.

As was highlighted in the discussion section, the emergence of social support as the most influential factor in this model speaks to the need for further research on this construct in relation to the conduct and management of group learning in SLEs. To conclude, multiple avenues of research have opened up following the results of this paper, and we humbly invite others to consider these in future.

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Appendix 1: QuestionnaireSocial support

SS1 My team increase my chances at success.SS2 My team can help each other when necessary. SS3 My team can work well together.SS4 My team has the knowledge to succeed in this simulation. SS5 My team cares about helping each other.

RelatednessRE1 Taking part in this simulation will help me to learn crisis management skills.RE2 Taking part in this simulation will help me to learn teamwork skills.RE3 Taking part in this simulation will help me to learn digital communication skills.RE4 Taking part in this simulation will help me to learn non-digital communication skills.RE5 Taking part in this simulation will improve my future job performance.RE6 This simulation will be useful to me in my future career.

Ease of useEU1 I understand how to use the equipment in the room.EU2 Interacting with the equipment won’t require a lot of mental effort.EU3 I find smartphones, laptops, printers, and screens easy to use.EU4* It is easy to get the equipment to do what I want it to do. EU5 I feel confident about my ability to use technology during the simulation.

Perceived learningPL1 I will get a good grade in this simulation.PL2 I can effectively use the skills I learned for crisis management.

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PL3* I understand the link between theory and practice for crisis communications.PL4 Live simulations are a fair way to assess my skills.PL5 I am happy to be assessed with a live simulation.

*removed from model