Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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The Unsuitability of Goodman and Kruskal’s Lambda Measure of Association for Taxi Analysis of Multiple-Choice Question Difficulty Taxonomies
TaxI analysis of published multiple-choice question bank difficulty taxonomies produces classification matrices relating measured or observed question difficulty to published difficulty level, i.e., the accuracy of thee published taxonomy. Where there is a preponderance of questions in one of the published categories, an anomaly in the Goodman and Kruskal lambda measure of association renders it unsuitable for TaxI classification matrices The present study explains that anomaly and illustrates its unsuitability are explained
The Juice SPC Game: An Excel Based Simulation Exercise
The operations management discipline has been incorporating experiential exercises into their pedagogy for decades. From the beginning, these exercises used direct hands-on interactions during face-to-face instruction to facilitate learning, but changes in delivery (remote, blended) and technology (computer) have offered new opportunities. One of the most popular of these early experiential exercises used in operations management was developed by William Edwards Deming, called the red bead experiment, which facilitated student understanding of several quality control concepts. Some attempts have been made to create computer simulations to replicate the red beads experiment, but until the creation of the Juice SPC Game, none took advantage of the technology to provide a contextual experience in a computer based simulation. Motivated by COVID restrictions and a rapid movement to more remote learning modalities, I developed the Juice SPC game. Using Excel VBA as the development platform, I created the game to help students better understand how to create, monitor, and interpret control charts in the context of a juice bottler. Initial introduction of the simulation, during the fall 2021, showed student SPC learning gains in subject matter attitude, skills, understanding, and integration
With Simulations, IT IS Not the Wand but the Magic in the Magician: A Pilot Study Enhancing and Assessing Topic-Specific Student Learning Using an Economic Simulation
This study continues a series of research papers exploring the impact on student learning associated with the use of business simulations in the classroom. The research question in this study is not whether learning occurs with a simulation, enough studies support this conclusion; but rather the pedagogical effectiveness of a specific approach taken. It is not the wand, but the magic in the magician that counts
TrustLand Game, A Proposal to Establish Trust
Trust is fundamental in relationships diary established between people and organizations and is a determining factor in success and results in long term relationships. This articles describes the design and implementation of the virtual game TrustLand, as an educational tool which allows to determine trust of participants in different scenarios and situations of everyday life, by making investment decisions. The developed game presents virtual environments, through which players are encouraged to participate and interact in situations where trust is necessary to obtain good results
RIVIDOC A Game for Simulating the Extraction of Relevant Information from Documentary Videos
Currently, audiovisual documents constitute one of the main sources of information. Documentary videos are audiovisual documents aiming to capture the reality by means of images, sounds, texts, and interviews [1]. However, information contained in the documentary videos is not always relevant; in fact, much information is part of the context or the connection among image sequences of the video. Some authors try to identify the objects and actions in videos out of the background [2], while others employ algorithms to store and correlate video sequences for later search [3]; some others propose algorithms to identify the properties of the sequences of a video and store them in ontologies [4]. In addition, some authors use the videos for reflecting reality and validating system software requirements [5]. All of such studies lead us to identify the importance of information extraction and the usage of videos for creating knowledge bases for later use. The analyst chooses what information is suitable for his/her needs with a goal in mind. Likewise, some games are related to the world of audiovisual documents like Hollywood-blockbuste
The New Space Race: A Classroom Game about the Maturation Process of New Markets
This classroom game teaches students about the dynamics of new markets. Its attempts to simulate an incipient market that matures during the game by evolving from its beginning with a large number of small competitors benefiting from small entry barriers and gradually moving to a mature state with a few dominant companies and high entry barriers.It uses an incipient private space sector as its background and incorporates the concepts of market saturation, complementary markets, externalities and entrance barriers. Players compete to secure their share in the ascending market. As the market growths, their size and their failures bring more governmental attention and regulation. In addition, the companies acting at this stage develop economies of scale. Its game dynamics promote close interaction between players as their plans outcomes are heavily affected by the successes and the failures of other player
An Entrepeneur
You could play a 20-minute demonstration of this simple but realistic classroom game for undergraduate freshmen who just start to study business, management, finance, and accounting. The students are supposed to have no previous knowledge about business.This game seems to be a kind of a stock market game, but the purpose of this experiential learning is for freshmen to be able to understand the growing process of the development of small and young businesses, with possibly some of them going bankrupt. An actual Japanese stock exchange calle
Serious Games and Simulations Classification System Workshop
An expanded and generalized version of the 2013 Greco, Baldissin and Nonino exploratory business game classification system will be presented and examined for its comprehensiveness and utility for those working in the field of experiential-based education. Participants will receive the proposed syste
Experiential Learning: Applying and Evaluating a M&A Role-Play Simulation for MBA Students and Future Senior Managers
Incorporation of more Experiential Learning [EL] into an MBA syllabus, to give future senior managers experience with issues and challenges that they are likely to encounter in their business careers when managing strategic projects and, in this example, merger and acquisition [M&A] activity
The Use of Robotic Players in Online Games
Short in-class games have become an increasingly common way to teach a range of key concepts and theories in economics. These allow students to gain first-hand experience of incentives and the impact on decision making. This makes it easier for tutors to convey underlying economic theory and the implications of the resulting predictions. Furthermore, there is increasing evidence that these can have a positive impact on student learning (e.g., Emerson and Taylor, 2004; Dickie, 2006; and Emerson and English, 2016). The move to an online teaching environment due to Covid-19 presents challenges for using this method of interactive teaching. Online versions of economics games have become increasingly common, and Carter and Emerson (2012) find no significant difference in students learning between paper and online experiments. However, these online games typically require human-human interaction. Consequently, the widespread adoption of asynchronous activities means that students cannot play such interactive games against one another. An alternative is to run games in which students play against robotic players that make decisions according to some pre-programmed rules. This greatly increase the possibility of using online games asynchronously. However, as it stands very little is known about how this affects student learning. The aim of our study was to investigate how student perceptions and in-game behaviour change when robotic players are used. Our study relates to a wider literature on framing and anonymity in games (e.g., Ross and Ward, 1996 and List et al., 2004). In addition, we also contribute to a wider literature on human-robot interactions (e.g., Wu et al., 2006)