Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Launching New Doctoral Students: Embracing the Hero\u27s Journey
This case explores the value of a two-hour experiential activity that elicits the perceptions, and examines the anxiety and com-fort levels, of students entering a doctoral program, with a view toward students\u27 successful completion of the program. The Hero\u27s Journey, an archetypal myth articulated most popularly by Joseph Campbell, was used as the substrate for the experien-tial activity. A pre-test question asked: How excited are you to be getting started? On a Likert Scale of 1 to 10, with 1 being not excited at all and 10 being quite excited, most people were in the range of 5 to 10. This suggests that they were looking forward to getting started. A second question asked: How anx-ious are you, as you get started? Using the same scale, most people were in the 1 to 5 range. This suggests there was a pal-pable amount of anxiety. Students were then shown a short vid-eo explaining the essence of the Hero\u27s Journey. A series of questions guided participants through the early phases of the Hero\u27s Journey and encouraged them to reflect upon what called them to doctoral study and what they felt must be shifted in their lives to make room for such an undertaking. This pro-cess helped normalize the notion that challenges might yet oc-cur, and that they could be dealt with effectively. A post-test revealed that the level of excitement about beginning the jour-ney had moved up from 5/10, on a Likert Scale, to 7/10
The Timber Game
The Timber Game is a simulation for teaching sustainability concepts in the context of the Tragedy of the Commons. It pre-sents players with what appears to be a competitive situation but which in reality is a “prisoner’s dilemma”. Players who analyze the situation in advance and recognize the conditions that characterize the tragedy of the commons, common owner-ship of depletable resources, will adjust their game activities to sustainable levels and maximize their long-run performance. Players who fail to recognize the problem will act competitive-ly, undermining the industry and all other players, resulting in depressed long-run industry and organizational performance
Strategy4Innovators-Training without Software? The revised Concept of the Board Game SysTeamsRybi – Realize your Business Ideas!
The original SysTeamsRybi board game allows participants to convert business ideas into business plans in eight steps. It shows a structured process of invention work of a team to be presented in front of potential investors. Participants of the workshop get in touch with the methods applied to simulate entrepreneurial strategic thinking with immersion through a bundle of serious gamification approaches around the three core elements of the game: Team – Ideas – Business Develop-ment. The game has been revised and extended with common approaches of business model canvas and balanced scorecard.Key words: serious games, entrepreneurship, innovation, busi-ness development, business plan, business model canvas, bal-anced scorecar
Managing Human Resource Simulation In Health Administration
The name of the game is Managing Human Resources Simula-tion in Health Administration. This simulation is a set of con-nected case studies situated within the Human Resources func-tion, and occurring over time in a Health Administration envi-ronment of a hospital. This approach corresponds to the learn-er-centered model referred 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 in Health Administration, a capstone integra-tion of an Health Administration major or minor, or a graduate course that surveys HRM in Health Administration. The game can be played in-class, entirely online, or with a combination of in-class and online approaches
Developing Educational Strategies for Experiential Learning: An Application of Service Dominant Logic from Marketing
Learning, and particularly, experiential learning is a process that takes place inside the learner. Teaching is a process that takes place outside of the learner. While the educational literature addresses both processes, it offers very little discussion of the theory connecting the two. How does teaching stimulate learning? This paper addresses the connection between teaching and learning by drawing on the concept of service dominant logic from Marketing, and more specifically consumer co-creation of value. Co-creation posits that consumer value does not come from products or services, but rather, from the dynamic interaction between operant resources (provided by the marketer) on operand resources (provided by the consumer). While viewing educational value as the product of an interaction between teaching inputs and learner responses offers little new insight, exploring the nature of operant (teaching) and operand (learning) resources provides a powerful theoretical tool for understanding the nature of the teacher- student interaction. This paper develops a framework for classifying operant and operand resources. The framework, in turn, offers useful strategic insights for designing experiential learning programs
ABSEL Contribution to the Assurance of the Quality of Learning
The paper presents results of two workshops conducted during ABSEL conferences in 2013 and 2014 in Oklahoma City and Orlando. The objectives of the initial workshop were to conduct an ice-breaker event and to build awareness among ABSEL community with respect to assurance of the quality of learning. After the workshop, the authors collected the papers where people noted their ideas, and analyzed the content using qualitative key words in context analysis. One year later, the authors presented the results of the initial workshop and performed a small experiment on giving additional wage and insight into the results from the initial workshop. The paper also proposes a discussion of the results and a model fundations of learning environment, which took shape in the process of crowdsourcing and elimination
Modeling the Effect of Competitors\u27 Strategies Using Curve45
Beyond the immediate company of interest, competitors of that company are an integral part of many business simulation games (and nearly universally an integral part of real marketplaces). At the heart of business simulation games are algorithms that transform company decisions into outcomes, perhaps the most common outcome being sales though many other types of outcomes may also result. For competitive games the algorithm must model the impact of competitors\u27 strategies on the effectiveness of a given company\u27s strategy. The present research describes a function, Curve45, specifically designed for this purpose
User Experience as a Crucial Element of Future Simulation and Gaming Design
Simulations and games have been a perfect training tool for almost half a century
The Effect of the Real Number of Options on the Difficulty of Multiple-Choice Questions
Despite their ubiquity, published banks of multiple-choice questions have received scant evaluation
Simulation and Experimental Study of Knowledge Management in Organization
A multi-agent simulation and a gamified computer-aided human experiment is employed to explore how the interactions between individual knowledge workers and the evolutionary knowledge creation (innovation) and diffusion (imitation) affect the organizational performance and the emergent structure under a turbulent environment. Surprising result of a Non-monotonicity in organizational performance has been discovered in the simulation and validated in the gamified experiment. This study further discusses and pinpoints the unique characteristics and advantages of both simulation and gamified experiment. Future research directions are also highlighted