Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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    The Importance of Teaching Civility as a Workplace Relationship Building Competency

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    This paper explores the importance of teaching civility as a workplace relationship building competency

    Using Business Simulations to Prepare Students to Think Critically, Make Better Decisions, and Solve Business Problems

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    Business simulations are a type of experiential learning that prepare students for skills that they will need in the workforce. This learn by doing approach brings the real business world right into the classroom and develops and enhances student

    Development of the BASE Life Planning Game to Teach Students the Balance between Money and Happiness

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    We created a simple game to help students plan their career in relation to money and happiness. Traditional career education has an over 40-year history and is quite important, but it lacks financial aspects. While following your dreams can make you happy, having money is also needed for achieving happiness and success in life. To teach students the proper balance between career and happiness in relation to money, we designed our card game named BASE Life Planning Game. It has two different stages, which are adjustable by the settings of the cards. Players are deemed to live until 75 years of age and select a job and residence every five years. The first stage urges players to spend money in the pursuit of happiness. The second stage encourages players to be more conservative. In our experiment, all players bankrupted in the first scenario when they retired from their job. After analyzing the reasons by midterm debriefings, they played the game again and now found a balance between spending and saving money

    Developing Global Competency and Ethical Leadership in Business Students Through Global Service Learning

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    As a form of study abroad and experiential learning, global service learning programs are increasingly becoming a rich experiential and ethical learning model for business students (Desmond, Stahl, & Graham, 2011; Pless, Maak, & Stahl, 2011). While global service learning is on the rise, research on the experience and outcomes of global service learning is limited (Pless & Borec

    A First Practice in Curriculum Design Represented in a Software Engineering Teaching Kernel

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    In the educational setting, several methods are used for curriculum design. Despite the existence of such methods, a sample of documented experiences about curriculum design shows their designers use their own criteria. Also, the usage of heterogeneous practices and diversity of concepts, and different ways of working in curriculum design are detected in the curriculum design endeavor. In order to alleviate such situations, in this paper a common ground for curriculum design affairs based on a Software Engineering Teaching kernel is used. A kernel is defined as a set of concepts and relationships which are essential and are present in any software development effort. In this proposal, the usage of such a kernel is just the first step in order to think about practices and methods for curriculum design. The Software Engineering Teaching kernel we use for representing our first practice in curriculum design is derived from a general theory called SETMAT?Software Engineering Teaching Methods and Theory. The contribution in this regard is based on exploring alternative ways of working with curriculum design from an engineering perspective

    Phenomenographic Study on the Teaching-Learning of Entrepreneurship through the use of Role Playing Games

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    In this article we establish the contribution of a role playing game in teaching entrepreneurship by using a phenomenological approach, for identifying and describing the different ways in which a group of people experience a particular phenomenon. We present the findings in a statement of results with referential and structural aspects, indicating what and how the students learn, respectively. With the game we manage to strengthen, among other things, collaborative work, decision making, strategy, and the identification of types of entrepreneurship, as well as the recognition of the actors of the ecosystem and their relationship

    Transdisciplinarity Research and Experience Based Learning: The case of Consultandes

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    The purpose of this study is to understand why an academic program built on transdisciplinary research and experience-based learning is a powerful tool to position a school of management, its students and create significant value in society. It also examines how to implement such a program. The paper builds on the case study of Consultandes, an academic platform create in 2006 in the School of Management of University of Los Andes (Colombia). The implementations of main principles of transdisciplinary research combined to an experience-based learning process are the main components of the model. The institutional willingness to assign resources, a strong academic leadership, a highly compromised team and positioned brand are other key factors of success

    A Ready-To-Play Game for Dealing with Risks as Change Management Challenges

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    Riski

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    Developing and maintaining software is an extremely risky process. The success of the project demands effective management of the risks. Traditional theory of software risk management just includes the risks from the perspective of general project management, avoiding project environmental changes. Unlike traditional risk management theory, issues during a software development project are actuall

    SERIOUS PLAY: Software Project Pool

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    Software project pool game is a simulation of a process for bidding software projects. Such a game is created by using Shark Tan

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    Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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