Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
Not a member yet
2919 research outputs found
Sort by
In this track, I introduce and actually play "The Mars Message" of the card type game. This game is developed by Professor H. Deguchi of Tokyo Institute of Technology, and former chairman of JASAG, developed an original game and I improved it as a English version\u27s card type game. This game is a very simple game aimed at understanding how the division of information in an organization affects organization\u27s decision-making. By experiencing this game, you will be able to understand various problems and tasks in the organization
BUSINESS SIMULATION PERFORMANCE AFTER COMPLETING A REFLECTIVE OBSERVATIONS MODULE
Many factors can contribute to a studen
MEASURING IMPACT WHILE MAKING A DIFFERENCE: A FINANCIAL LITERACY SERVICE LEARNING PROJECT AS PARTICIPATORY ACTION RESEARCH
The growth of service learning as an educational approach in colleges and universities has led to the use of more advanced pedagogical techniques in service learning programs
USING LEARNING TECHNOLOGIES TO PROMOTE THE SEVEN PRINCIPLES FOR GOOD PRACTICE IN UNDERGRADUATE EDUCATION
EXTENDED ABSTRAC
Addressing the Crisis in Higher Education: An Experiential Analysis
Drawing on Buckminster Fulle
Why is learning so difficult to measure when
The link between cognitive learning and success in business simulations has been elusive
The Effect of Simulation Starting Decisions and Optimum Decisions on Firm Profit and Dominance
Choosing Technologies to Facilitate Experiential, Creative, and Collaborative Online Learning
How can online instructors who are interested in engaging students in brainstorming activities, design thinking exercises, or other forms of creative collaboration do so, given the recognized limitations of standard learning management systems (LMS\u27s), like Moodle, Blackboard, and D2L? Multiple free, online software options exist, but choosing between them can prove daunting. This presentation will compare the relative strengths and weaknesses of three virtual collaboration technologies--Linoit, Padlet, and Mural--with which the workshop facilitator has had success
Hidden in Plain Sight: Quick-and-Dirty Safeguards for Computer-Based Game Licenses
Licensing of computer-based games, exercises, and such is a common practice. Prudent it is, then, for the licensor to take steps to ensure that the license conditions are met
The venture capital: a classroom game of competition simulating high technological and high risks investment funds.
This article introduces a game for classroom use based on a simplified model of venture capital. The market consists of nine different technologies in which new startups can be funded. It was designed for a three-hour session, in a classroom, with up to thirty participants, but preferably with around sixteen participants.The model simulates the trade-offs and difficulties of developing startups in many fields but also the necessity for diversification of capital in an environment where the uncontrollable variables have more variance than the ones that are controllable. This leads to a game in which the players must manage their portfolio of startups to balance risk and return.The model is simple to give the students a better view of the possibilities, and yet the possible combinations and adaptations are so many, that no two games will be the same