Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Experiential Learning Potential as a Function of Psychological Predispositions and Demographic Variables
This paper addresses experiential learning as a function of psy-chological predispositions and demographic variables. Litera-ture is lacking in these areas and factors have not been consid-ered in the research of experiential learning. We include an analysis of psychological factors such as regulatory focus, lo-cus of control, tolerance for ambiguity, need for structure, and narcissism and consider how these factors impact demographic variables in the context of experiential learning. Based on the literature and the logic that we provide, we suggest several are-as for future research, as well as providing propositions that we believe will uphold pending future research
VALUE: A B2B Closed Bidding Game
The game VALUE’s objective is the learning of value genera-tion in a business-to-business context. It supports six student-run decision making teams that respond to requests for a quote produced by 25 computer-run firms that need numerical con-trolled vertical milling machines. Each milling machine re-quires five attributes to perform its designed tasks. Each attrib-ute has three mutually exclusive variations; akin to good, better or best. In the simulation, each student-run firm, manufactures a single milling machine with the specific set of attributes to best meet the demands of the student-run firm’s selected set of purchasers. The computer-run purchasing firms only accept bids on milling machine that meet or exceed its stated require-ments. After matching the needs of the selected possible cus-tomers, each student teams prices their bid offering. A bid con-sists of the set of milling machines with the require attributes and a per unit price FOB at the team’s loading dock. The infor-mation regarding all winning bids will be provided to all stu-dent-run teams after the winning bids are awarded. At the be-ginning of each round, student-run teams have its financial statements updated and will receive the release of a new set of “Requests for a Quotes” or a RFQ
Anxious design: Benefits of Designing Simulators with Structural Elements that Generate Anxiety
This brief intends to explain how methodical research around possible anxiety-generating elements present in the structure of games and simulators, can bring considerable learning benefits to participants. The hypothesis is that anxiety can be intention-ally and effectively structured in the design of andragogic simu-lators, with the effect of promoting cognitive development, so-cial consciousness and emotional awareness. Information is recovered through specific observation guides and question-naires. Evidence showed positive results when user’s experi-ence is accompanied by a trained facilitator, who provide feed-back to users in specific timeouts. Ethical considerations of these simulators are extensively discussed in this paper, and full information, control and objectives of the research were stated to all participants. The process of designing and installing anxi-ety-generating elements in the structure of a simulator is ex-plained using the Mercante game as an example
Process-Oriented Research Method for Teamwork Effectiveness Assessment in Business Simulation Games
The current state of the art in teamwork effectiveness research in business simulation games pictures this field to be quite ex-tensively examined already. Nevertheless, a substantial – and still growing – number of studies does not offer any explicit conclusions on effectiveness in computer-assisted learning, es-pecially in teams. Many authors point, amongst other reasons, to the lack of overarching research methodology to be the cause of this difficulty. In this paper some of the troublesome method-ological aspects of teamwork effectiveness research in business simulation games are addressed by proposing a research meth-odology that combines process- and outcome-oriented ap-proaches and measuring tools together. This paper describes the process of implementation and some sample results of a quasi-experimental comparative study based on two, compared in pairs, groups of students – participants of business simula-tion games courses. As a result, there emerges a methodology that brings particular elements of qualitative and quantitative paradigms and methods – as complementary – together in order to bring a broader picture of the research situation to the scene. The authors argue that this approach might make it possible to obtain more conclusive and easier to interpret research results with respect to teamwork effectiveness in business simulation games
The Use and Non-Use of Business Simulations, Games and “In-Class” Experiential Learning Exercises: The Initial Report
This is the initial report from a research study centered upon both the use and non-use on various forms of student-centered educational experiences. The full study is to attempt to discover some of the reasons these methodologies are not used by many business-school faculty members. The data from this study was collected by a survey of faculty teaching in business school programs throughout the United States. It collected information from both current users, defined as faculty members who have used at least one of these methodologies and faculty members who did not use these methodologies. The student-centered learning actives studied included computer-run business simulations, manual business simulations, 3-D, video-style business games, board games, in-class experiential learning exercises or an undefined learning experience. If a subject reported that he/she had not used any of the methodologies, he or she was directed on to that part of the questionnaire that provided insight on why they did not use any of these methodologies. The median time that respondents took to complete the survey was between 10 and 12 minutes, as the respondents were requested to select only one of the above types of exercises and base their responses on a single course in which the selected exercise was used
Improving Profitability Via Cost Control With The Cost Of Production Performance Package
The Web-based Cost of Production Performance Package ena-bles competing participant teams to improve company profita-bility through cost control. They assess the underlying reasons for any increase in the cost of production for each product with-in their brand portfolio during each decision period. This deci-sion support package (a) extracts and presents industry R&D expenditures on cost of production reduction through process improvement, company market share, company and industry shipments, and company ending inventory and overtime produc-tion in units for each product from the simulation results, and (b) identifies the antecedents of the cost of production for each product. Competing participant teams use this package to exer-cise marketing control. They set cost of production goals, moni-tor performance, identify deviations, understand the underlying reasons, take corrective action and thereby exercise marketing control
Virtual University Think Tank: A Mixed-methods, Inductive, Exploratory Analysis
This paper builds on the knowledge base from, among other things, a presentation made at UNMMI in 2014 and on findings presented at UNMMI in 2015. The study relies on research gleaned from a virtual collegial think tank developed as a means of establishing and sustaining community and develop-mental networks among faculty at a large online university. The research examined demonstrates the effectiveness of an existing mentoring program. Social based knowledge manage-ment, inclusive of mentoring, is examined in the context of a virtual faculty community. Bandura’s (1977) theory of social learning, Kolb’s (1984) experiential learning theory, and Bon-well and Eison’s (1991) active learning are considered as theo-retical foundation on which mentoring and relationships are examined. Best practices for mentoring and relationship build-ing are considered with emphasis on their impacts on creativity and innovation in high tech organizations. Findings of a recent study are considered. The paper concludes with a brief analy-sis of methodological limitations and discussion of directions for future research
Summiting Mount Everest; An Experiential Learning Application for Organizational Behavior
Organizational behavior, often included as core business curriculum, instructs students how individuals and teams successfully work within organizations. This theory-based course, which often utilizes case studies, can be challenging to transform into a hands-on, applied learning approach. This paper presents an experiential course design for organizational behavior around the theme of summiting Mount Everest. This model utilizes a variety of activities, along with a short computer simulation, in order to immerse students into the experience of ascending the famous mountain. Students encounter what it is like to maintain individual motivation, communicate effectively, develop trust within their team, build a culture, and experience conflict and change, all while designing a successful organization. The course begins with researching the individuals who made the first successful summit of Mt. Everest, which is then followed by a simulated summit attempt with their climbing team, and finally, a merger of the teams to create a world-class climbing expedition organization. This experiential learning design creates an environment that challenges students to apply and test approaches, discover solutions and personalize the task to bring greater meaning and learning to organizational behavior theory
Ethical Business Leadership: A Simulation to Develop Value-Driven Mission Statements
A classroom module has been developed that simulates a team-oriented development of value-driven mission statements; the underlying purpose is to provide a forum for students to develop ethical leadership strategies. Students who are exploring entrepreneurship, or who anticipate holding leadership positions within businesses and organizations benefit from the process of reflecting upon core personal values as well as communicating and negotiating with classmates to determine a set of shared core values. These shared values are incorporated into a process of constructing a shared mission statement that is then applied as a tool for reference for decision-making opportunities. The outcome of the module not only develops a value-driven mission statement (task), but also empowers students with reflection strategies and foundational tools for classroom cases and future leadership and management decisions
The Search for Optimum Business Simulation Decisions: Can They Be Found?
The approach to evaluating business simulation decisionmaking and profit performance is almost always done through review and analysis of financial statements. Common measures of performance are net income, sales, ROI, market value, and earnings per share. The bottom line, of the income statement, net income, is often the primary measure of performance. It is generally believed and advocated that preparing a profit plan (budgeted financial statements) will greatly enhance performance. Comparison of actual profit against planned profit seems logical. However, this paper is primarily concerned with a suggested alternative method of evaluating performance that minimizes the need to use financial statements for performance evaluation. The use of optimum decisions and optimum profit as a potential means for evaluating performance is the primary concern