Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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    2919 research outputs found

    Exploring ABSEL Using Social Network Analysis

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    Beginning with Swiss mathematician Leonhard Euler’s forays into graph theory to the development of cancer drugs based on cellular networks, the mathematical tools developed for under-standing the structure and behavior of networks have allowed us to more rigorously explore complex social phenomena. The ABSEL organization is a complex social system that can be regarded as a network of interconnected researchers. With co-authorship data from the past fifteen years of ABSEL confer-ences, we have modeled the ABSEL network using the social network analysis tool Gephi. By exploring the structure, stabil-ity, and dynamic development of the ABSEL co-authorship net-work, we gain insight into the past, present, and future of the organization. With this insight we can formulate policies to increase the value of being a part of ABSEL’s network

    Design and Effectiveness of a Self-Study Pedagogical approach to using a Simulation Game in the Classroom

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    An innovative pedagogy is presented in which a simulation is designed and used as a self-study where students “learn by do-ing” on their own and at their own pace without direct instruc-tor involvement. The learning effectiveness of the simulation self-study approach is tested in an economics course with re-spect to how it impacts student performance. It was found that the self-study, as a supplemental tool, had a significant and positive impact on student exams and the course grades

    The Timber Game: Teaching Sustainability Concepts Using the Prisoners Dilemma

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    This paper discusses the development, goals, and administra-tion of the Timber Game. The Timber Game is an online simu-lation for teaching sustainability concepts in the context of the Tragedy of the Commons. The game presents players with what appears to be a competitive situation but which in reality is a “prisoner’s dilemma”. Sufficient information is provided for players to identify the prisoner’s dilemma and determine the proper course of action in advance. Players who analyze the situation in advance and recognize the meta-level problem, the tragedy of the commons, will adjust their game activities to sus-tainable levels and maximize their long-run performance. Play-ers who fail to recognize the problem will aggressively compete, undermining the industry and all other players, resulting in depressed long-run industry and organizational performance

    PRME Awareness and Subjects Integration Driven by Innovative Multimedia Teaching Cases and Omni-Channel

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    of Business (FB) has recently become a signatory in an initiative formed under the United Nations Global Compact known as Principles of Responsible Management Education (PRME). PRME focuses the role of management education in addressing sustainable development challenges including cli-mate change, poverty, and gender inequality among others. PRME also encourages business schools to gradually integrate corporate social responsibility and sustainability into their pro-grams, subjects, teachings, researches, services and internal operations. In line with the integrations of the six principles of PRME to MM/FB, more student and staff\u27\u27s awareness and in-volvement in this program in the beginning stage is important for this integration exercise The case method is a powerful ap-proach in teaching and learning business programs. Its main advantage is that it is a "question-oriented", as opposed to solu-tion-based, approach to teaching and learning. It allows stu-dents to participate in "real-life" decision making processes by first identifying the major question in the case before formulat-ing appropriate solutions. We believe that using more teaching cases the topics related to the responsible management will be useful to integrate the six principles from PRME in Department of Management and Marketing (MM) in FB teaching, research and service activities. If a picture is worth a thousand words, then having the right visual multimedia is critical in telling any story to its maximum effect. Will it be possible to simplify the complex and boring long text in traditional teaching cases and enhance content? Visual multimedia disseminates our everyday lives, visual technologies are increasingly accessible and af-fordable, and multimedia methods are at the forefront of meth-odological innovation. If students are to capitalize on these exciting developments, visual multimedia teaching methods need to be integrated into \u27\u27mainstream\u27\u27 of training and educa-tion

    Managing Human Resources Simulation

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    The name of the game is Managing Human Resources Simula-tion. This simulation is a set of connected case studies situated within the Human Resources function, and occurring over time. This approach corresponds to the learner-centered model re-ferred to as “Problem-Based Learning” or PBL. Participants learn to analyze information, solve problems by applying what they’ve learned in the course, and then assess their results. This means that while they are making decisions and analyzing outcomes, participants are “discovering” the cause and effect relationships that are true for HRM and the organization in the simulated company.This simulation may be used effectively in a university course that surveys HRM, a capstone integration of an HRM major or minor, a graduate course that surveys HRM, or an organiza-tional training program on human capital decision-making. The game can be played in-class, entirely online, or with a com-bination of in-class and online approaches

    Enhancing Effectiveness in Curriculum: Necessary Innovative Changes

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    This study proposed a set of interventions to improve the finan-cial analysis skills of students enrolled in both the face-to-face and in our online MBA courses. The intent of the GEB5878 and GEB5930 courses is to build the foundational skills necessary to produce quality graduate level work in subsequent advanced courses requiring industry portfolio papers and multiple case analyses. In the UWF MBA curriculum, there is a heavy empha-sis on financial data analysis and synthetization. By instituting new pedagogical techniques into the two classes, students demonstrated an ability to synthesize the financial analysis data and draw appropriate conclusions from the information. The interventions were testing by comparing mean test scores of a control group without the additional financial analysis training to an experimental group which did receive the training. The results of this analysis clearly support the positive effects of the interventions proposed herein

    Flipped Classroom: Another Tool for Your Pedagogy Tool Box

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    This paper examines the pedagogy of flipped classroom techniques to meet the changing needs of learners at a time of increased demand for information management, knowledge sharing, and rapid technological advancements.  First, the flipped classroom is defined in the context of online and hybrid classrooms.  Relationships between flipped classroom techniques and Bloom’s taxonomy are considered.  Challenges of flipped classroom management for instructor and learner are explored.  Best practices for flipped classroom implementation are investigated from the perspectives of learner, teacher and technology administrator

    The Game of the "In" & "Out" Groups

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    Students (as vicarious employees) are introduced to an experiential exercise to help them learn about and understand the issues involved with "In

    Development of BASE Supply Chain Collaboration Game

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    Many books describe Supply Chain Collaboration (SCC), an important idea in the business world. Numerous successfulexamples of SCC are described in these books. Basic contents of teaching SCC at a university are explanation of SCC’stheory and successful case studies. Moreover, some teachers use SCC computer games in the lecture as educationalassistance. Regarding development of a SCC computer game themselves, the more they want to teach SCC knowledge, themore the computer game becomes complicated. These cir-cumstances are satisfied by teachers, but students might feelembarrassment. Students, except some very good students, assume that managing SCC theory and many parameters foroperating SCC computer game are extremely difficult, such that they can not be used. To resolve these misunderstandings,the authors developed simple SCC analogue games. As de-scribed in this report, the basic idea of BASE SCC games and theeducational effectiveness of applying SCC games to the lec-ture of SIIT Thammasat University are introduced

    Bridging the Gap Between Academia and Industry in Hospitality: Using Real Life Case Studies

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    This article offers a detailed description of the successful use of Experiential Learning Techniques in a hospitality classroom setting. The authors argue that the use of such instructional approaches will bridge the existing gap between hospitality education and the competencies employers expect from graduates of hospitality programs

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