Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Providing Unparalleled Experiential Learning Experience within Leadership Course
This paper details experience of developing and conducting Experiential Learning component as a part of Leadership course. Designed to help the students understand the real meaning o
Draggles and Wowzers: A Role Playing Exercise for Developing Student Civility
Minimizing uncivil student behavior is fundamental to developing a positive learning climate in the classroom. Draggles and Wowzers is a 45-minute role playing exercise that helps students develop an understanding of uncivil behavior and its impact on learning. It is based on the fable presented i
On The Ball: An Experiential Exercise for Developing Awareness About Self-Leadership
A fundamental prerequisite for becoming an effective leader is being able to lead oneself. This paper presents an experiential exercise that helps individuals become aware of fundamental elements of self-leadership such as managing on
Teaching Financial Ratio Analysis using XBRL
Both professional accountants and accounting academics are interested in developing higher-order skills in accounting graduates. Accounting graduates not only need to know the dense body of detailed knowledge required to practice as an accountant, but are also expected to have critical thinking, problem solving and other higher-order analytical skills. Experiential learning curriculum enables instructors to engage students and develop these skills by using rich, real-world, complex scenarios
Money Basket: A Classroom Game about the basic Mechanics of the Stock Exchange Market
This article presents a classroom card game, called Money Basket, that teaches students about the basic mechanics of the stock exchange market and money investing. It attempts to simulate in a simplified way the tasks of choosing the best financial portfolio for each student, making the students handle different economic scenarios.The game aims at its classroom use at high school and undergraduate students of different areas, from business administration to engineering courses. It can also be played outside the classroom, due to its expansion possibilities, including new rules and new cards
Curriculum gamification in a Business School: Experience at CEIPA University
Trying to disguise a tedious and rigid instruction to make it appear like fun and modern education would be less than cynical or at least unrealistic and disrespectful with learner
Training and Development: A Live Case Project
This paper describes a live case project that was used in two sections of a training and development course. The project is explained along with lessons learned from the professo
It\u27s More Than Just a Simulation: Deepening and Broadening Student Learning Using a Business Enterprise Simulation as a Platform
Much has been written about ho
Preplanning Assignments to Enhance Learning When Using the Sim4projects Project Management Simulation Game as a Capstone Learning Experience
A key success factor in project management is to first define what needs to be done and then to plan the approach before beginning execution. Unfortunately, unless presimulation planning is built into the curriculum, students may employ less desirable ad-hoc practices when playing a project management simulation game as a capstone activity. This paper describes the Sim4Projects simulation game and the approach used to build project management plan development into the curriculum prior to beginning simulation play. This approach has been used successfully for both a three-semester graduate certificate program in project management which can lead to a MS or MBA with an emphasis in project management, and for a single project management course in a maste
Flipped Classroom
In this study, I would like to discuss my experiences with flipping undergraduate marketing classroom at various levels (introductory Vs. advanced courses). I have been experimenting flipping a classroom since Fall 2014 and the approach has gone through a few revisions. The study is intended to summarize my findings and make an attempt to develop a set of best practices that tend to work with undergraduates.The first part of the paper will discuss the initial iterations of classroom flipping. The second part identifies some of the issues (as seen by the instructor) that were limiting the class from deriving full benefits of flipping. The third part discusses the list of changes that were made to the flip technique (partly influenced by the ABSEL Workshop in 2016). The final part discusses the student response to the flipping experience (segregated by course leve