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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Enterprise Model for Implementing a Game-Based Approach in Employee Training: Mergers and Acquisitions Case</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ksenija Lace</string-name>
          <email>ksenija.lace@rtu.lv</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marite Kirikova</string-name>
          <email>marite.kirikova@rtu.lv</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>PoEM 2025: Companion Proceedings of the 18th IFIP WG 8.1 Working Conference on the Practice of Enterprise Modeling: PoEM Forum</institution>
          ,
          <addr-line>Doctoral Consortium, Business Case and Tool Forum, Workshops</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2026</year>
      </pub-date>
      <abstract>
        <p>Post-merger integration, particularly in information system integration, requires specialized expertise that is often lacking among practitioners. Existing decision-support methods, such as AMILI (identification of system groups to be integrated) and AMILP (evaluation and recommendation of integration options), address specific integration tasks but face low adoptions due to steep learning curves and limited motivation. This paper proposes an enterprise modeling approach to implement gamebased learning to enhance motivation and support rapid skill acquisition in post-merger contexts. Building on earlier work that defined requirements for such a framework, this study extends the scope to include the broader enterprise context and transformation processes. The proposed approach integrated instructional and game design principles with enterprise modeling and requirements engineering, resulting in a structured process and data model. These models guide practitioners through analysis, design, development, and evaluation of game-based employee learning in the context of mergers and acquisitions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;game-based learning</kwd>
        <kwd>enterprise modeling</kwd>
        <kwd>post-merger integration</kwd>
        <kwd>information systems</kwd>
        <kwd>instructional design1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>and validation. In this paper, the authors expand the scope of their proposed approach by considering
the broader enterprise context in which the approach is to be applied, as well as the enterprise
transformation processes to which it should contribute. Implementing such a framework in
realworld enterprise contexts requires a structured process model that guides practitioners through
design, implementation and application of the learning experience. This research is grounded in
enterprise architecture and enterprise modeling solutions that have been developed for purposes
similar to those of the proposed approach.</p>
      <p>Accordingly, the paper presents an extended approach framed as an enterprise model for
implementing game-based learning in employee training, particularly in the context of mergers and
acquisitions. Building on earlier work, where requirements were defined for both the process and
the resulting learning experience [3], this research advances the contribution by proposing a process
model and a data model of the transformation process as well as of the resulting learning experience.
This paper is structured as follows. After the introduction, the second section reviews relevant
learning, instructional, game design, and enterprise modeling theories that form the foundation for
the implementation model. The third section outlines the methodology applied to construct the
enterprise model. The fourth section presents the proposed model and its implementation logic,
linking specific requirements to corresponding model components. In the fifth section the model is
validated through a simulation exercise. Finally, the sixth section provides conclusions and identifies
directions for future research.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature review</title>
      <p>Existing research has produced a variety of frameworks and models for serious game design. Earlier
educational game design frameworks [4] combine pedagogy and game design but lack explicit
procedural detail for aligning instructional goals with concrete game artefacts. The SCHEMA process
[5], which was proposed as a more structured model for serious game creation and evaluation,
remains high level, focusing on phases and principles rather than specifying concrete artefacts or
detailed guidance for practitioners. Other frameworks emphasize primarily the development of the
game itself rather than the learning experience [6], [7]. What is still lacking is a structured and
detailed process that specifies concrete artefacts and their relationships. There is also a need for a
stronger focus on the design of the learning experience, rather than primarily on game production.
Finally, an enterprise implementation perspective should be incorporated, aligning organizational
and instructional requirements in the broader context.</p>
      <p>Enterprise modeling provides tools and structures for formalizing organizational knowledge,
processes, and system component. In the context of this research, enterprise modeling serves as a
mechanism that systematically integrates learning design with organizational objectives and
contextual requirements. It also facilitates traceability from abstract requirements to implementation
components, making it suitable foundation for operationalizing training framework in complex
domains such as PMI. In developing an enterprise model to support a game-based learning
framework for post-merger information system integration, several existing enterprise architecture
and enterprise modeling methodologies were reviewed. TOGAF (The Open Group Architecture
Framework) [8] proposed structured architecture development method (ADM) was applied for the
model development, as well as model structuring. A recent adaptation of TOGAF for e-learning
environments demonstrated its relevance to digital education architecture and showcased how ADM
stages can be used in structuring learning system transformations within enterprise environments
[9]. In this research ADM process stages and ADDIE [10] process phases were mapped together to
define framework phases. The Zachman Framework[11] is focused on ontology and classification
of enterprise architecture elements, providing different views of it. Zachman Framework can be
adjusted specifically for learning domain, mapping pedagogical intentions to questions that an
enterprise is seeking to answer [12]. The same principle was used in this research, using
interrogatives to define the developed artifacts and supporting the multidimensional representation
of learning design process. While TOGAF and Zachman provide high-level structure and
classification mechanisms, the detailed modeling layer of the proposed solution is grounded in three
enterprise modeling methods: ArchiMate modeling language [13], MEMO (Multi-Perspective
Enterprise Modeling) method [14] and the SOM (Semantic Object Model) method [15]. These
methods support traceability between business goals, stakeholder needs, operational alignment,
technological infrastructure and the broader context. The ArchiMate modeling language is a formal
enterprise architecture modeling standard developed by The Open Group and closely aligned with
TOGAF. ArchiMate provides a visual notation and conceptual language to describe the relationships
between business processes, applications, and technology infrastructure. ArchiMate served as an
inspiration for the visual structuring and viewpoint management of the proposed model. ArchiMate
uses behavioral, structural, and motivational perspectives, which was used in the model for
separation of process and class viewpoints. Additionally, ArchiMate uses color-coded layers and
visual distinction between element types, which was used in the proposed model to distinguish
different sources which formed the foundation of the model. MEMO supports the decomposition of
enterprise goals into operational processes and system elements, which can be related to aligning
high-level learning objectives with instructional tasks and technological components. Additionally,
MEMO meta-models were used as validation checklists to ensure that the proposed model is
conceptually complete and internally coherent. SOM complements MEMO by focusing on modeling
of business objects and relationships in the solution context, which inspired how training PMI
specific context elements such as content repositories were defined. MEMO and SOM are generic
enterprise modeling approaches and do not address learning processes directly. This research builds
upon their general principles to introduce a new enterprise model that represents business process
aligned with enterprise goals and aware of the context. The resulting solution specifically supports
learning design in the PMI context and enhances the alignment between training solutions and
enterprise goals.</p>
      <p>The enterprise architecture served as the foundation for structuring the overall model, providing
high-level alignment between organizational goals, processes and context. To define specific
components of the model in detail, requirements engineering practices were applied. The main
approach is based on the International Requirements Engineering Board (IREB) framework [16],
with additional guidance from the ISO/IEC/IEEE 29148:2018 standard [17].</p>
      <p>The instructional design phases of the proposed model are based on the ADDIE
(Analysis-DesignDevelopment-Implementation-Evaluation) framework – linear framework for the sequential process
from needs analysis to post-implementation evaluation. The SAM (Successive Approximation
Model) model is an iterative framework proposing incremental prototyping based on stakeholder
feedback [18]. It extends the model by introducing prototyping, iterative cycles, and feedback from
stakeholders. The Ten Steps for Complex Learning model is a framework focused on whole-task
learning for complex skill development [19]. Backward Design as a goal focused framework starting
with identification of desired learning outcomes and only then designing corresponding
instructional components [20], ensures that learning outcomes are defined early and guide learning
tasks and content development.</p>
      <p>The game design section of the model is based on MDA model (Mechanics, Dynamics, Aesthetics)
[21], as one of the foundational frameworks in the game design. It decomposes the game experience
into three interconnected layers: mechanics (the formal structures and rules of the game), dynamics
(run-time behavior that emerges when players interact with game mechanics), and aesthetics
(emotional responses in players evoked by dynamics). The model then is extended by DPE model
(Design, Play, Experience) [22], which is grounded in the MDA, perceiving design through
mechanics, play as dynamics and experience as aesthetics. But this framework for each of layers
provides the design elements to consider for serious games – learning, storytelling, gameplay and
technology, which ensures that learning objectives align with player experience. DPE as well
expands the process by adding definition of the narrative, user interface, and required technology.
DDE model (Design, Development, Evaluation) [23] proposes the iterative design process where
each iteration sequentially goes through design, development and evaluation. The LM-GM
framework [24] is used to systematically map learning mechanics to game mechanics, ensuring
educational and engagement elements reinforce each other. The model is adjusted to the post-merger
integration context through integration of AMILI and AMILP methods, as well as post-merger
integration specific use cases and their characteristics. These supports role-specific responsibilities
and organizational context.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>
        The research follows a design science methodology and is based on the prior requirements definition
phase [3]. The objective of the current research phase is to construct an enterprise implementation
model that translates abstract requirements into an executable game-based learning design
framework. The current research phase was structured as a sequence of interconnected process
activities to progressively refine requirements, construct models and validate solutions (see Fig. 1):
(
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) requirements definition – solutions to instructional design requirements were first defined,
followed by solutions to game-based design requirements, (2) process modeling – a main process
flow was developed using the ADDIE framework and mapped to the TOGAF ADM, (3) process
detailing – each phase of the flow was detailed into specific actions, (4) integration of additional
frameworks – additional actions were incorporated into the process model based on the defined
instructional and game-based solutions, (5) data modeling – a data model was constructed to
represent data objects manipulated during process execution, (6) model analysis and refinement –
the model was analyzed through Zachman interrogative to check completeness and through MEMO
meta-model layers to ensure consistency across abstraction levels, (7) integration into post-merger
context – solutions for information system integration in the context of post-merger integration
requirements were defined, (8) final model consolidation – additional elements based on the defined
solutions were incorporated into the data model.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Enterprise model proposal</title>
      <p>
        This research proposes that training is not an isolated function but part of an enterprise-wide
adaptation following a merger. The “enterprise” being modeled consists of the information system
integration training lifecycle, embedded within a broader merger-related transformation initiative.
The enterprise model reflects the ArchiMate layered viewpoint framework and is represented
through three interlinked artifacts: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) Structured tables (see Table 1 – Table 3) – used instead of a
traditional traceability matrix, following a “requirement vs. solution” format, including both the
“what” (requirement) and “how” (solution) perspectives, (2) A process model diagram as UML
activity diagram (see Fig. 2 - Fig. 7) – defining the activities required to design a game-based learning
experience tailored to information system integration in the post-merger context, (3) A data model
diagram as UML class diagram (see Fig. 8) – defining the data objects that are acquired, generated,
or processed during the learning design process, along with their interdependencies. The set of
requirements identified in the previous research is operationalized in both the process and data
models. Functional requirements are mapped to model activities (actions) and related data structures
(classes).
      </p>
      <p>MDA - The framework should require
definition of game mechanics, prediction
of learning dynamics, and intentional
design for aesthetics
DPE - The framework should support
design across four layers: learning goals,
narrative, gameplay mechanics, and
enabling technology</p>
      <p>Extend the process model with a game design section
In the “Design” phase define game mechanics, dynamics, aesthetics
In the “Design” phase, before the definition of mechanics and the definition of
learning goals, and after the mechanics definition, add the definition of
storytelling
In the “Develop” phase add activities for the definition of the user interface
and technology
DDE – The framework should support
iterative refinement based on evaluation
of learning effectiveness and learner
engagement</p>
      <p>In the “Design” phase, between the definition of learning goals and mechanics,
add an activity for defining micro-learning
In the “Develop” phase, after the definition of the user interface, add an
activity for integration of behavioral nudges
LM-GM - The framework should ensure
that learning mechanics are effectively
mapped to corresponding game
mechanics</p>
      <p>In the “Design” phase, after the definition of mechanics, add an activity for
mapping learning and gamification
In the “Develop” phase, after the integration of behavioral nudges, add an
activity for integration of additional gamification</p>
      <p>AMILI/AMILP theory and practice - The
framework should support accurate
transformation of AMILI and AMILP
methods descriptions into interactive
modules for learner training
PMI Stakeholder management – The
framework should allow adaptation of
training on role-specific responsibilities
and knowledge levels of future learners
Specific PMI challenge management –
The framework should support secure
transformation of real-world cases,
managing confidentiality and adjusting
complexity</p>
      <p>Provide the “AMILI and AMILP theory repository” for learning instructional
goals and learning experience definition, as well as for game learning goals,
micro-learning, mechanics, and gamification definition
Provide the “AMILI and AMILP content repository” for learning content and
media creation, as well as for game user interface and behavioral nudges
definition, and additional gamification integration
Provide the “PMI context repository” for learner, stakeholder, and desired
results definition
Provide the “PMI case study repository” for learning task definition and game
storytelling definition</p>
      <p>
        The structure of the process model is grounded in the ADDIE instructional design framework
and mapped to the corresponding phases of the TOGAF ADM, as follows (see Fig. 1): (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) Analyze –
aligns with Preliminary and Architecture Vision phases, (2) Design – corresponds to Business and
Information Systems Architecture, (3) Develop – reflects the Technology Architecture definition
phase, (4) Implement – aligns with Opportunities &amp; Solutions and Migration Planning, (5) Evaluate
– corresponds to Implementation Governance and Change Management. Design and develop phases
are differentiated into two perspectives – instructional design and game design – to ensure a balance
between pedagogical effectiveness and player engagement.
      </p>
      <p>
        In the subsequent step, each phase was operationalized as a detailed set of actions. The default
process flow follows the ADDIE framework, however, based on the formulated requirements in
“Solution Requirements for Instructional Design” and “Solution Requirements for Game-Based
Design”, supplementary activities were incorporated from other instructional and game design
models. These integrations are explicitly highlighted in the diagrams with corresponding
annotations. For instance, to address the functional requirement that “The framework should allow
for iterative prototyping and continuous feedback loops with stakeholders”, the following activities
were added: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) Analyze phase – stakeholder specification, (2) Design and Develop phases – pilot
testing followed by an additional iteration, if necessary.
      </p>
      <p>
        The data model was constructed to represent the data objects that are created, utilized or
transformed throughout the design process. To ensure completeness from both instructional and
game design perspectives, its definition was guide by the Zachman framework interrogatives, which
provide a comprehensive set of architectural viewpoints: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) why – desired results, linked to
acceptance evidence, performance gap, and instructional goals, (2) what – the learning experience,
represented through a task inventory that encompasses both whole tasks and part-task practices, (3)
how – the required resources, mechanics, dynamics and aesthetics, related to micro-learning
activities, storytelling elements, and gameplay components, instantiated through user interface
elements, linked to gamification features and behavioral nudges, including procedural and
supportive content and media, pilot testing with testing strategy, performance objective and
evaluation criteria, linked to evaluation data forming the final evaluation, (4) who – learners and
stakeholders, but teacher element was added, (5) where – the learning environment with guidance
for learner and teacher, but the learning environment was decomposed into virtual and physical
environments, (6) when – according to the learning plan, but the learning schedule element was
added.
      </p>
      <p>
        In addition, the class model was aligned with the MEMO meta-model layers to guarantee
conceptual integrity across abstraction levels: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) strategy layer – include stakeholders, desired
results, and instructional goals, (2) organization layer – captures the task inventory, learning plan
and schedule, pilot test, and evaluation, (3) information system layer – represents content, media,
gameplay, related user interface, virtual learning environment. Software element was added. Finally,
the functional requirements defined under “Solution Requirements for IS integration in PMI” were
instantiated as content repositories associated with specific data classes. In practice, these
repositories serve as structured data sources that either provide predefined content reusable across
multiple design cases, or act as classification mechanisms, enabling the selection of consistent values
and supporting data quality: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) context repository – contains options for defining learners,
stakeholders and associated desired results, (2) theory repository – contains instructional goals and
the corresponding task inventory, (3) content repository – contains procedural and supportive
learning content, (4) case study repository – contains storytelling components derived from specific
PMI scenarios.
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Model validation</title>
      <p>The proposed enterprise model was validated through a simulation exercise. The simulation was
applied to the case of designing a game-based learning experience for teaching the theory of the
AMILI method at first two levels of knowledge acquisition – “Remember” and “Understand”
according to Bloom’s taxonomy. At these knowledge levels, a special game design approach was
selected, as learners lack the skills to apply concepts practically. The game is designed as a linear
interactive storytelling experience. Players face clear, generic challenges that are related to, but not
directly the same as, the practical tasks of the method. Each successfully completed challenge
unlocks the next part of the story, which describes a case example of a university merger. In this
way, engagement and learning are balances even for complete novice learners who cannon yet apply
knowledge in the subject matter. The validation results are presented as artefacts that would be
created during the process execution (see Table 4). These artefacts are aligned with the phases of the
proposed model.
Merger of two universities, scope limited to one overlapping business function
Repository: list of descriptions for different merger and acquisition case studies to be used as the
context for the storyline
Content
Procedural content</p>
      <p>Prototypes in Figma reviewed with learner candidates
Contains all supportive and procedural content
Repository: predefined supportive and procedural content linked from one side to specific
instructional goal, from the other side to specific case study
Theory on M&amp;A and PMI
Theory on AMILI</p>
      <p>AMILI terms and phases
Supportive content</p>
      <p>Not applicable, as in-house self-organised individual training does not require one
Media</p>
      <p>Theory presented as intro screens of the game. After theory, game starts automatically
Learner guidance</p>
      <p>Instructions for learners on how learning is expected to happen
Teacher guidance</p>
      <p>Not applicable as self-learning
User interface</p>
      <p>Mobile portrait only. Specific screens to constructed later
Behavioural nudge</p>
      <p>Motivational intro slides about M&amp;A failure rates and importance of IS integration
Additional
gamification
Technology
Gameplay
Pilot playtest
Virtual learning
environment
Physical learning
environment</p>
      <p>
        Players’s tournament with leaderboard shown at the end of the game
GDevelop platform
Player progresses through story describing AMILI terms and phases via tasks not directly related
to AMILI practice. Three rounds: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) similar business functions identified, (2) similar information
systems identified and grouped, (3) similar core information systems identified and grouped
Playtesting with selected IT specialists
Intro screens with theory through story and game itself developed and available online
      </p>
      <p>Not applicable as learning will be self-paced through online game
Prepared teacher</p>
      <p>Not applicable as self-learning
Prepared learner</p>
      <p>Prepared based on created learner instructions
Evaluation criteria</p>
      <p>10-uestion MS Forms survey on PMI IS integration and AMILI method
Evaluation data</p>
      <p>Number of correct survey answers
Evaluation</p>
      <p>Based on survey data. Expected result = 90% accuracy</p>
      <p>
        Based on the validation results, the model proved its applicability for designing game-based
learning, but several improvement options were identified: (
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) introduce optional artefacts to better
reflect varying learning contexts (e.g. teacher related artefacts are not applicable to self-organised
learning), (2) Specify which artefacts are created using other artefacts as inputs (e.g. instructional
goals are derived from the performance gap), (3) specify which artefacts represent more detailed
levels of other artefacts (e.g. part-task practices are decompositions of whole-task learning).
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions and future work</title>
      <p>
        This paper translates the conceptual requirements for a game-based learning framework in
postmerger information system integration into validated enterprise implementation model. The model
bridges enterprise architecture, instructional theory, game design frameworks, and PMI-specific
needs into a structured design process model and data model, supporting repeatable and adaptable
learning solution design. The validation through simulation demonstrated the model’s applicability
for designing recall-level learning experiences, while also revealing areas for improvement:
introducing optional artefacts, making artefact dependencies explicit, and representing artefact
decomposition. While the model is based on well-established frameworks, its novelty lies in how it
orchestrates them into a layered, constraint-aware design model specifically tailored for the
postmerger integration context. The main innovation of this model is how it combines different
frameworks into one clear structure that works for post-merger training. First, it separates the design
into layers – learning design, game design, and real-world context. Second, it uses enterprise
modeling to link training tasks to business goals, as well as to represent the model visually. Third, it
includes reusable content and tools, so the training can be easily adapted for different use case
scenarios. The main practical value of the model is that it provides a clear and detailed process for
practitioners on how to design training for post-merger IS integration. This goes beyond existing
generic game-based learning design approaches, which are mostly conceptual, by giving
step-bystep guidance and concrete artefacts to work with. Future research will focus on developing and
testing this model for real learning experiences, covering also second part of the requirements
initially stated for the learning experience itself. Based on results this enterprise model can be
extended and adjusted to assure required requirements for the learning experience. It is also planned
to implement toolkits for automated content generation and repository management to streamline
learning experience design. In addition, future work will extend this research in two more directions:
(
        <xref ref-type="bibr" rid="ref1 ref22">1</xref>
        ) apply the model in similar enterprise contexts such as digital transformation and change
management to test generalizability, (2) define a formal ontology that represents the
learning-gameenterprise integration logic. This ontology could support future meta-modeling and serve a research
direction to interconnect different enterprise learning models.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>The authors have not employed any Generative AI tools.</p>
    </sec>
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