Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Experiencing a Foreign Culture: A Cross-Cultural Simulation
In order to cope with the uncertainties of the 90’s and beyond, current and future managers need to develop good global management skills. The purpose of this paper and the proposed presentation is to introduce a simulation called Ba-fa Ba-fa by Garry Shirts (1977). Through active participation in the simulated cultures, the participants are expected to personally experience the meaning of a culture and its impact on their own and others’ behavior. Business teachers can use the simulation in management, marketing and international business courses to teach theoretical concepts like high and low context culture, masculinity and femininity of a culture, ethnocentricism, and individualism and collectivism. Businesses would find the exercise useful in preparing their managers for overseas assignments and in enhancing their managers’ global skills. The paper provides details about the nature of the exercise and the procedures involved in conducting it. The significance of the exercise is established by using literature showing the need for better global management skills
Computer Paced Project Management Simulation
The problems, uncertainties and dynamics associated with project management make it an ideal topic for simulation. Provision of computer pacing, real time operation, knowledge support system and centering the simulation on a data base provides the realism and flexibility necessary to stimulate and provide learning. The appropriateness of this approach is demonstrated using the PROTEST project management simulation. A demonstration that links software functionality to the use of PROTEST on a course for experienced project and commercial managers
Managing Diversity--Values and Attitudes: An Experiential Exercise in Awareness
This paper describes a short experiential exercise for imparting an appreciation of the differences in perceptions, values, and attitudes inherent in the diverse work force that is fast becoming a reality in most work organizations
Reputation management: Evaluating journals for publication and impact
Reputation management is the practice of strategically placing academic journal articles in such a way as to get them noticed, read and cited. The purpose of reputation management is to raise the academic profile of the individual and the institution that he or she works at. It involves a deliberate effort to submit your articles to the most prestigious journals, commercial, society or open access, which will get your research noticed. You must open your research to the greatest possible audience you can. Use the tools at your disposal to become familiar with the most prestigious journal outlets in your field and write up your research with those journals in mind. Get tenured and promoted, network with an eye towards getting invited to talk about your research. Volunteer to serve as a reviewer for a journal you plan to publish in, join an editorial board and begin to shape the world for your own students
Are we addressing the real problem? A tile game experiential exercise.
Experienced based learning is being more prominently utilized within industry and within the academic arena. This paper provides an exercise that can be utilized within a number of classroom settings to help students learn about themselves and how they attack a problem or situation within a group setting. The exercise is entitled the “tile game”. The paper introduces the rationale for the game, provides detailed information on how to set it up, score it and evaluate it. Students that have taken part in the exercis
Getting Real With Experiential: Get Your Students Launched in the Very Next Entrepreneurship Course You Teach
The focus of this paper is on the university incubator and classroom adoption of the “Lean” business start-up framework popularized by Silicon Valley serial entrepreneur Steve Blank. The method which emerged in order to achieve success was pairing the framework with the addition of key processes, tools and techniques. The goal of the Lean framework is to launch, test and revise a business model until it is deemed either feasible or no longer worth pursuing. In order to achieve the goal from within the classroom, students were provided tools to guide them through the process of creating a business actually capable of selling products and/or services. The result of building a fully functional online business is that students are able to achieve the launching, testing and refining of a business model in the market. The results suggest that this highly engaging experiential exercise can be considered for adoption in a wide range of entrepreneurship courses. The results further suggest that experimentation on integrating the traditional teaching approaches with this new lean approach holds great promise
Simulations for Strategy Courses: Comparing Online and on-Campus Courses
Simulations are an important part of capstone strategy course - they facilitate transfer of learning by providing “learning-by-doing” opportunities to the students. Simulations also allow instructors to provide authentic activities that enable students to go beyond just studying “textbook” cases. Simulations have become an accepted part of most strategy classes at both the undergraduate and graduate levels. One area that has not been fully explored is how well the typical simulation used in on-campus strategy courses translates to strategy courses taught online. The purpose of this paper is to compare executive MBA on-campus strategy courses with identical online executive MBA courses to determine how effective the simulations were in both settings
Demand Equation Redux: the Design and Functionality of the Gold/Pray Model in Computerized Business Simulations
This paper is a response to a paper entitled “Is the Gold/Pray Simulation Model Valid and Is It Really Robust?" which was presented at the 2010 ABSEL conference by Kenneth Goosen. The Goosen paper called into question the validity and robustness of the Gold/Pray demand model. This paper is written as a response to the arguments advanced by Goosen. Goosen (2010) has raised five problems with the Gold/Pray (1983) model. The paper will proceed by listing and then replying to each of these alleged problems. One of the purposes of the paper is to encourage simulation developers, especially total enterprise simulation developers, to explain and discuss their underlying demand equations and how these equations have worked over the life of their simulation usage
Simulating Sudden Change and the Value of Timely Information
The paper describes the use of a board-based business simulation to demonstrate sudden technological change, the value of information, and business strategies to cope with sudden technical substitution. The paper describes the simulation model with particular emphasis on avoiding the element of chance during the simulation
Entrepreneurship: A Game Of Risk and Reward Phase II: The Start-Up
ENTREPRENEURSHIP is a single person or single team, multi-phase business game. Its purpose is to provide a business game environment for participants who wish to play a computerized game that replicates some of the decisions which entrepreneurs must make and will, in turn, receive the possible rewards associated with these risks. This game simulates the development of the first five years of a technology-related firm. The game opens at the opportunity recognition stage with a simulated decision-cycle of one week. After an opportunity has been selected, the decision and reporting cycle becomes monthly until after the product has been developed and introduced into the marketplace. Thereafter, the decision making will be on a quarterly basis. The reporting cycle will follow the same time frames as the decision cycles. Any time the firm does not have the cash on hand to meet its payroll, the firm is deemed “Bankrupt.” The primary benefit of this game is that it provides an opportunity for the player to perform an autopsy of the firm’s failure. If the firm fails, the players are allowed to play it again, hopefully using what was learned in the failure to their benefit. If the player success-fully completes the first five years, the game terminates and the player is congratulated as being a successful (simulated) entrepreneur