Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
Not a member yet
    2919 research outputs found

    Improving Creative Thinking through Narrative Practice

    No full text
    Military leaders must poise subordinate leaders to predict future states. By appreciating clues presented in environments, leaders must predict what will happen next. Such prediction requires acute creative thinking skills. Army leaders plan for future operations using military planning processes including the Military Decision Making Process (MDMP). These processes entail a means of developing courses of action, testing those courses of action for viability, and publishing an order directing subordinate units to execute the selected course of action (Department of the Army, 2014; Department of the Army, 2012a). Also included is testing courses of action for viability also known as the wargaming step of MDMP. The focus of this study is to conduct a mixed methods study of the Creative Thinking Class C122 at the U.S. Army Command and General Staff College (CGSC) and document the observed effects on student creative skills, to determine two different methodologies to teach creativity. The current C122 is a lecture and practical exercise method to teaching creativity. The proposed test in this mixed methods study to improve creativity among CGSC students through narrative perspective taking follows the Ohio State University Project Narrative (Fletcher, 2021c)

    Sustainable Point Card Management Game

    No full text
    "Point Cards have been commonly used worldwide in recent decades. There are many systems involving a lot of functions by utilizing cutting-edge ICT innovations. Those systems are usually exclusive to other e-commerce systems, so the operators must compete aggressively to increase their share. The competition is often overheated. For instance, we can see too harsh point campaigns beyond the reasonable possible range. Consumers crowd to gather instant benefits but often lack a long-term perspective. The existence of people interested only in points heats endless matches among cashless transaction systems. After the game, only a few winners\u27 companies remain. They will terminate the point campaign. Furthermore, they will revise their rules to collect the cost consumed for the previous meaningless fights from the customers already captured in the specified system. To avoid such tragedy, people should learn the mechanism of a cashless transaction system to ensure service providers\u27 fair competition and benefits. However, such systems are pretty complex ICT systems quite hard to grasp for ordinary people.To resolve such problems, the authors developed the point card management game to support the learning point system experientially. In the first stage, a player works as an individual shop that provides points independently. In the second stage, players experience the joint point campaign with neighbouring shops to increase new and regular customers. When a shop offers points to customers, they must deposit the same money to the service provider. When the customer returns and consumes points at the shop, the shop can get a refund from the operator while paying a commission for the second transaction. In the third stage, other players, like a local government, step into the game. They subsidize the participants and sometimes host an event to increase the transaction. Throughout the process, the player can learn the outline of the point system, calculation, operation, and campaign. The player can determine the fair competition of cashless transaction systems and be able to discover the path to encourage sustainable E-commerce.

    Forging the Future of Experiential Learning: Developing Leaders Through Remote Experiential Consulting Project Courses

    No full text
    Gannon University faculty have embraced a variety of pedagogies and technologies to create a remote synchronous experiential consulting program that helps develop leadership competencies in global students. Recent global events have set the stage for development of new pedagogies which prepare students to become members of inclusive highly productive globally distributed teams. Depending on the class, students embrace remote technologies to collaborate and serve as consultants who work closely with real-world clients to either develop implementation road maps for clients to embrace big data capabilities or to develop comprehensive strategic business plans that incorporate big data capabilities for true strategic advantage. Through synergistic collaboration with a variety of external incubators and networks, school of business faculty provide students with team-based semester-long remote experiential client consulting projects that incorporate all requisite content for their assigned courses. Faculty serve as instructors, mentors, and coaches. Instruction transcends into environments that simulate guided internship experiences that enhance students’ learning journey to leadership

    The experiential learnings of two career academics: Reflections, insights and recommendations from years of teaching and research on the use of business simulation games in marketing education

    No full text
    The learnings of two highly experienced marketing simulation game creators, users and researchers are presented to guide business instructors who are using, or planning to use, a business simulation game as part of their instructional methodology. The usage considerations that the authors have observed and/or investigated over the years are provided. Research studies on the use of marketing simulation games for educating college students and business practitioners that have been presented at ABSEL are reviewed. Some thoughts on the future of simulation gaming usage are put forward. The paper concludes by offering the overriding reason, which after all their experiences and research, the authors finally recognized as being the impetus behind their long-term persistence in using marketing simulation games as part of their teaching methodology

    Accelerating Engagement & Learning via Early DSS Mediation

    No full text
    Based on learning and engagement theory, this longitudinal study of simulation participant engagement during Spring 2021 and Spring 2022 illustrates that early introduction of decision support and freedom of choice results in a substantial increase in engagement during each simulation phase. Further, the results support the hypothesis that dss-induced user autonomy, relatedness and competence foster engagement, and that complex heavy workload demands under time pressure can be offset by range of decision-making freedom and the amount of support provided. Based on prior participant suggestions, early dss introduction and support during the Spring 2022 semester resulted in substantial increase in online activity on both the simulation portal and course website. Simulation participants downloaded and used substantially more dss packages, dss-related articles and dss demo videos during each simulation phase

    The Juice Supply Game: An Excel Based Simulation

    No full text
    Computer simulation exercises have long been used in business education to immerse learners into a replicated real-world learning environment. These exercises allow for direct hands-on interactions with decision situations in which the learner has little experience and context familiarity. In the field of operations management, computer simulations have been developed to expose participants to a variety of difficult decisions in inventory management, statistical process control, forecasting, capacity planning, and supply chain management. These exercises include variations on the Forester’s beer game simulation (focused on supply chain communication), the Deming’s bead activity (focused on quality control), and the Goldratt’s matchstick experiment (focused on system variability and bottlenecks). One area of operations management has received less attention, inventory management. Inventory management presents a classic stock-flow system. Research has shown that stock-flow accumulation problems are counter-intuitive and difficult, even for highly educated individuals. Using Excel visual basic as the development platform, I created the Juice Supply Game to help students better understand inventory accumulation concepts and demonstrate the effect of variability on order quantities

    An Educational Game about Sustainability Based on ESG+P concepts

    No full text
    This work presents the design process of a game to teach sustainability concepts. Stakeholder satisfaction analyzes this strategic concept, which considers the organization\u27s investments in Environmental, Social, Governance, and People (ESG+P) resources. Every decision in the game has a risk and implies meeting the stakeholders\u27 interests. This game creates an atmosphere for students to simulate the consequences of their choices without the dangers of the real world

    Scaling Experiential Learning Projects: Meeting Sourcing and Outcome Challenges -- The Business Communication /Foundation Project

    No full text
    Experiential learning activities are an important part of the curriculum in many business classes. Just as employers have increasingly demanded that students graduate with “job-ready” skill sets, instructors have developed projects with and for actual clients, focused on “authentic” workplace problems. Unfortunately, most of these projects are single-use and tailored to single classes. Scaling projects for large numbers of students while retaining high-quality standards is rare; even more rare is a project that aligns the student experience with specific needs of an actual client. This paper describes an experience-based learning project by 450 students in a required core business class in the College of Business Administration at the University of Pittsburgh for a start-up operation. The course is “Fundamentals of Business Communication;” the assignment sequence is “The Business Communication/Foundation Project.” This student/client interaction occurred during the fall semester, 2022 (and is continuing during the spring, 2023, term). Preliminary anecdotal and survey data regarding student and client satisfaction are provided, as well as recommendations for replicating a similar large-scale project going forward

    Game-based teaching of micro-economic consequences of humanitarian crisis on Polish-Belarussian border

    No full text
    The article presents the use of a role-play simulation game "The People" to raise awareness of the impact of the humanitarian crisis of 2021-22 on the Polish-Belarusian border, on the microeconomic situation of the inhabitants of the borderland. The game uses experiential learning to make participants experience the difficulties faced by residents of the military-controlled zone of Bialowieza National Park, where the law is changing dynamically and tourism has died down due to the presence of refugees, exclusion of the border area from tourist traffic, and ban on the presence of the media. The article presents how a game is applied to explore microeconomic consequences of such a situation. The game was co-designed with activists and researchers at the border and conducted among more than 60 participants (high school and college students). In the paper, I discuss the main components familiarizing participants with the issues: narration structure and social dynamics resulting from the game mechanics. Based on the qualitative analysis of feedback from participants and debriefing in focus groups, it is concluded that the game raises awareness of the impact on the following aspects of the borderland microeconomy: employment structure, changes in existing business relationships, and changes in the habits of residents. It also explains the moral dilemma that shapes the dynamics of the community: obeying the law or one\u27s own ethics. Finally, I express the need to build in a future a microeconomic model that would be focused strictly on the microeconomic change in borderland areas, and not treat it as one of the side effects of the political and social situation

    A Ready to Play Game on Cooperative Resource Management: Let’s Regenerate!

    No full text
    Regenerate! is a cooperative resource management board game that simulates two decades of community-building at Fly Ranch, a 3,800 acre, off-grid property in the intermountain west (Nevada, USA). Starting with an undeveloped landscape, the team (1 to 6 players) must organize and prioritize projects, strategically budgeting resources (water, food, energy, capital) as they grow their community in the high-desert. Each player assumes the role of a unique partner and with that, must manage their special abilities and actions as they cooperate with their teammates. As the team manages resources and attempts to maximize their Community Score (the victory points of the game), they must also minimize degradation across the landscape, as the team is penalized for degenerative habitat conditions and rewarded for regenerative conditions at the end of the game. Further, the team must also manage random events which are revealed at the beginning of each round. To simulate the escalating impact of climate change on community development and landscape conservation, more event cards are revealed as the game progresses and the positive or negative impact of events are intensified

    0

    full texts

    2,919

    metadata records
    Updated in last 30 days.
    Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇