Impact of Digital Game-Based Learning on Economic Reasoning Skills in Undergraduate Courses
Table Of Contents
Chapter ONE
INTRODUCTION
- 1.1Introduction
- 1.2Background of the Study
- 1.3Statement of the Problem
- 1.4Aim and Objectives of the Study
- 1.5Research Questions
- 1.6Research Hypotheses
- 1.7Significance of the Study
- 1.8Scope and Delimitation of the Study
- 1.9Limitations of the Study
- 1.10Organisation of the Study
- 1.11Operational Definition of Terms
Chapter TWO
LITERATURE REVIEW
- 2.1Conceptual Review: Digital Game-Based Learning in Economics Education
- 2.2Conceptual Review: Economic Reasoning Skills and Cognitive Processes
- 2.3Theoretical Framework: Constructivist Learning Theory and Situated Cognition
- 2.4Theoretical Framework: Cognitive Load Theory and Multimedia Learning
- 2.5Theoretical Framework: Self-Determination Theory in game-based learning
- 2.6Empirical Review: Effects of Game-Based Learning on Economic Reasoning Skills
- 2.7Empirical Review: Engagement, Motivation, and Transfer of Learning in GBL
- 2.8Empirical Review: Differential Impacts by Student Characteristics (e.g., prior achievement, gender)
- 2.9Methodological Trends in GBL Economics Research
- 2.10Identified Gaps in the Literature: The Economics Curriculum and Game-Based Interventions
- 2.11Conceptual Model: Integrated Framework for GBL and Economic Reasoning
- 2.12Summary of the Literature Review and Research Gaps
Chapter THREE
RESEARCH METHODOLOGY
- 3.1Research Design: Quasi-Experimental Field Study with Mixed Methods
- 3.2Philosophical Paradigm: Pragmatism in Educational Research
- 3.3Population of the Study: Undergraduate Economics Courses Across Public Universities
- 3.4Sample Size and Sampling Technique: Cluster Sampling of Courses and Stratified Student Sampling
- 3.5Sources and Instruments of Data Collection: GBL Intervention Platforms, Standardized Economic Reasoning Assessments, Surveys, and Focus Groups
- 3.6Validity and Reliability of Instruments: Content Validity, Construct Validity, Cronbach’s Alpha, and Pilot Testing
- 3.7Data Collection Procedures: Pre-test, Post-test, and Follow-up Assessments
- 3.8Data Analysis Methods: ANCOVA, Multilevel Modeling, and Thematic Analysis
- 3.9Model Specification: Analytical Framework for Economic Reasoning Measures
- 3.10Ethical Considerations: Informed Consent, Anonymity, Data Security, and Institutional Approvals
- 3.11Data Management and Quality Assurance
- 3.12Limitations and Rigour Strategies
Chapter FOUR
DATA PRESENTATION AND ANALYSIS
- ANALYSIS AND DISCUSSION OF FINDINGS
- 4.1Data Presentation Plan and Descriptive Statistics
- 4.2Descriptive Analysis of Student Demographics and Baseline Economic Reasoning
- 4.3Inferential Analysis: Hypothesis Testing for Primary Outcomes
- 4.4ANCOVA/Multilevel Model Results: Impact of GBL on Economic Reasoning
- 4.5Mediation and Moderation Analyses: Motivation, Engagement, and Prior Knowledge
- 4.6Qualitative Findings: Focus Group Thematic Interpretations
- 4.7Triangulation of Quantitative and Qualitative Findings
- 4.8Discussion of Findings in Relation to Conceptual Frameworks and Prior Literature
Chapter FIVE
SUMMARY, CONCLUSION AND RECOMMENDATIONS
- CONCLUSION AND RECOMMENDATIONS
- 5.1Summary of Key Findings
- 5.2Conclusions Drawn from the Study
- 5.3Contributions to Knowledge and Practice in Economics Education
- 5.4Practical Recommendations for Course Design and Policy
- 5.5Recommendations for Future Research
Thesis Abstract
Digital Game-Based Learning (DGBL) has gained traction as a potential catalyst for enhancing economic reasoning in undergraduate education, yet empirical demonstrations of its effectiveness remain limited and context-dependent. This study addresses the gap by evaluating whether integrating DGBL interventions into introductory and intermediate economics courses improves economic reasoning skills, compared with traditional lecture-based pedagogy. The aim is to determine the impact of DGBL on students’ ability to apply core economic concepts, reason through causal relationships, and engage in evidence-based argumentation in policy-relevant contexts. Specific objectives include (1) measuring changes in economic reasoning performance using a validatedAssessment of Economic Reasoning (AER) instrument, (2) examining differential effects by course level (introductory vs. intermediate) and student characteristics (prior GPA, gender, and engagement measures), and (3) exploring student perceptions of cognitive load, motivation, and perceived usefulness of DGBL through qualitative insights. A mixed-methods research design is employed, combining a quasi-experimental, non-randomized control trial with an explanatory sequential qualitative phase. The population comprises undergraduate economics students enrolled in five large-enrollment universities in a metropolitan region during the 2024–2025 academic year. A total sample of 1,200 students is targeted, with 600 assigned to the DGBL treatment (three sections per course level across three universities) and 600 to the conventional instruction control group. The DGBL intervention spans 12 weeks per course, employing licensed digital simulation environments and scenario-based micro-games that operationalize supply and demand, market structures, and policy analysis through exploratory and negotiation tasks. Instruments include (a) the AER instrument, adapted from established economic literacy and reasoning measures, (b) a motivation and cognitive load questionnaire, and (c) a semi-structured interview protocol for a purposive sub-sample of 60 students and 12 instructors. Data collection occurs at three points pre-test (week 0), post-test (week 12), and a delayed post-test (week 24) to assess retention. Quantitative analyses utilize ANCOVA to compare post-test scores between treatment and control groups while controlling for baseline performance, with additional multivariate regression to identify moderators such as course level and prior achievement. A difference-in-differences (DiD) approach supplements causal inference by exploiting temporal changes across groups. Structural equation modeling (SEM) tests the hypothesized pathways linking DGBL exposure to intrinsic motivation, perceived usefulness, cognitive engagement, and economic reasoning outcomes. Reliability analyses (Cronbach’s alpha and test–retest reliability) and validity checks (construct validity via confirmatory factor analysis) are conducted on the instruments. Qualitative data are analyzed using thematic analysis, with coding conducted by two independent researchers and triangulated with quantitative findings to illuminate mechanisms behind observed effects. Expected findings include a statistically significant improvement in economic reasoning scores for the DGBL group relative to the control group, with a moderate effect size (Cohen’s d around 0.35 to 0.50) after adjusting for baseline differences. The analysis is anticipated to reveal stronger gains among introductory-level students and those with higher intrinsic motivation, mediated by elevated engagement and perceived usefulness of interactive simulation-based tasks. Retention effects are expected to persist at the delayed post-test, albeit attenuated. Qualitative insights are likely to indicate that DGBL enhances experiential understanding of market dynamics, fosters collaborative argumentation, and reduces anxiety around abstract concepts, while concerns about screen time and cognitive load are reported. The study contributes to knowledge by providing robust, multi-site empirical evidence on the effectiveness of DGBL for economic reasoning in undergraduate education, clarifying mechanisms through which digital simulations influence learning, and identifying contextual factors that shape outcomes. The findings inform curriculum designers and policymakers about scalable strategies to integrate game-based tools without compromising core learning objectives. Recommendations include adopting modular DGBL units aligned with syllabus outcomes, providing instructor professional development focused on facilitating game-based activities, and incorporating formative assessments within the games to monitor progress. Limitations include non-random assignment and potential instructor effects, which are mitigated through covariate controls and cross-site replication. Overall, the study advances understanding of how digital game-based approaches can strengthen economic reasoning and contribute to more evidence-based, interactive economics pedagogy.
Thesis Overview
This research investigates how using digital game-based learning (DGBL) influences the development of economic reasoning skills among undergraduate students. Economic reasoning includes the ability to interpret scarcity, trade-offs, incentives, demand and supply, opportunity costs, and the impacts of policies on markets. The study matters because traditional teaching methods often rely on static problems and lecturing, which may not engage students or foster practical application of economic concepts in real-world contexts. By exploring DGBL, the project aims to identify whether interactive, game-like experiences can improve reasoning performance, motivation, and retention of economic principles.
The central problem is the limited and mixed evidence on the effectiveness of DGBL for cultivating higher-order economic thinking in undergraduate settings. The research addresses gaps related to: (1) pedagogy–whether DGBL translates into measurable gains in economic reasoning; (2) domain specificity–whether benefits persist across topics (microeconomics, macroeconomics, econometrics); and (3) contextual factors–how game design, duration, and student background influence outcomes.
Step-by-step plan:
- Design: conduct a quasi-experimental study in two comparable undergraduate introductory economics courses over a 12-week term.
- Population and sample: recruit about 180 students, randomly assigning 90 to a DGBL-enhanced section and 90 to a traditional instruction section.
- Intervention: incorporate a structured digital game-based module sequence aligned with core economic concepts and learning objectives, integrated with regular assessments.
- Data collection instruments: pre- and post-tests measuring economic reasoning (validated rubric and scenario-based tasks), course grades, engagement surveys, and focus group transcripts.
- Data analysis: use ANCOVA to compare post-test scores controlling for baseline ability; conduct regression analyses to examine predictors of gains; perform thematic analysis of qualitative data to explain mechanisms and student experiences.
- Robustness checks: sensitivity analyses and subgroup analyses by prior economics exposure and gender.
- Ethical considerations: obtain informed consent, ensure anonymity, and secure data storage.
Expected contribution: provide rigorous evidence on the efficacy of DGBL for developing economic reasoning, inform curricular design, and identify conditions under which DGBL is most effective.
Anticipated outcome: modest to substantial improvements in economic reasoning scores for the DGBL group, with positive effects on engagement and motivation, moderated by game design quality and instructional integration. Recommendations will emphasize scalable, evidence-based DGBL frameworks for undergraduate economics education.