Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Effectiveness of Student co-created Flip: A comparative Study in a Marketing Principles Class
Experiential learning has gained tremendous importance in recent times both from a pedagogical perspective as well as accreditation perspective. Flipped classroom is one such experiential approach which has many proponents but not enough evidence to support its adoption by educators. Theoretically derived from the notions of Consumer as co-creator (Vargo and Lusch, 2004) and the Co-Creative Educational Model (Geddes et. al., 2017), this paper describes the student co-created flip classroom approach. The paper also presents comparative effectiveness of the flipped classroom with a traditional classroom in terms of student outcomes in an introductory marketing class
Design of a Serious Game to Teach Organizational Ethical Leadership
An essential element for development of organizations is to identify the necessary leadership to grow and sustain. In that sense, literature on leadership describes that this is a temporary condition of people, in which certain skills and competencies are displayed. The role of the ethical leader is essential in organizations, more in times of crisis. Consequently, it is important to encourage virtues of ethical leadership in current and future leaders using tools such as the design of serious games. This paper, exposes the basic concepts of ethical leadership through a pedagogical methodology, a serious game that starts from a theoretical frame of reference and selection criteria, which generates opportunities for teaching ethical leadership as a scientific method complemented with fun
The Flipped Classroom Meets the College Bowl: Student-centric Experiential Learning for Professionals
Army Majors are organizational-level leaders with the responsibility for planning, organizing and leading large unit formations, working on high level staffs and running the Army day to day
Evaluating Experience-Based Learning Activities: Working Through the Morass
The Association to Advance Collegiate Schools of Business (AACSB) recognized in the 2002 report title
Design Strategies of Gamified Educational Systems
In the paper, Author will describe the outcomes of his interviews with a focus on how certain game elements are chosen and compiled into working gamification systems. Most popular elements which can be found in current gamified platforms and literature reviews are leaderboards, points, badges, and levels. It seems that designers are using it over and over again as it would be the only possibility when one thinks about boosting engagement. What is the reason that designers wo
Building a Serious VR Game for Soft-Skill Learning
The presented game design article aims at analyzing and reporting the main features of the simulation VR game CICERO. CICERO is a serious game designed for the porpoise of teaching and learning public speaking skills in a VR environment. The game supports two modes of play practice mode and challenge mode. In the practice mode the players have to recreate the existing presentation, and in the challenge mode they can use their presentation in the game and analyze their behavior and presentation skills
Trading Stock in a Business Game: Theory and the Management of Unethical Behaviors
We define three stages, 0 to 3, of human economic development, and argue that a Stage-3 game, where participants trade shares in the simulated companies that they manage, enables participants to practice high-level business-executive skills in a setting susceptible to the ethical issues of insider information, conflict of interest, and conspiracy. Recognizing that the ethical issues can be managed by punishment, omission, disclosure, diversion, and blocking, we argue that diversion and blocking are superior to the other methods. We describe how stock is traded in our Stage-3 game, and explain how we apply immediate update and disclosure to insider information, diversion to conflict of interest, and blocking to conspiracy. Primary-share trading, secondary-share trading, and statutory takeovers are covered. Two methods of diversion, the company-agent method and the screening-algorithm method are explained. That a business game might teach participants to avoid, through practice, unethical behaviors may be a novel perspective on the role of business games in business education
Enhancing Experiential Learning via Phased Simulation Debriefing
Phased intermediate and final simulation debriefing using the End Game Performance package turbocharges participant engagement and enhances learning
Using Assessment To Measure The Effectiveness of a Financial Simulation
This study examines how useful a financial simulation is at reinforcing financial learning goals as measured by an assessment
Lego Mansion: an Experiential Exercise for Understanding Leadership Styles
This paper describes an experiential exercise that helps learners understand the impact of various leadership styles and answer the question