Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Initiation of Research on Gaming Simulation in Japan
Research on “ENREN”, a vanished Japanese term meaning a gaming simulation, was pioneered in July 1941 in Japan. A national graduate school of gaming was established under the administration of a civilian Prime Minister on September 30, 1940. Until the school closed on March 31, 1945 due to aggravation of the war situation, over 100 graduates had graduated from the school. This paper will examine the first social or serious game developed by the school in order to show that the first Japanese gaming simulation is not a war operation game, but a policy exercise, more precisely a policy formation exercise involving some professors from colleges, many junior executives from the public and private sectors as well as some officers from the army and navy
Computer Business Simulation Design: Novelty & Complexity Issues
Developing a business simulation is a time consuming, costly and potentially risky task. And, the risk of time and cost overrun is associated with the novelty and complexity of the simulation. This paper suggests the aspects of simulation novelty and complexity that are the sources of design risk and explores these in the context of a range of actual simulation designs so that designers can take action when forecasting costs, the development schedule and starting the design and development work. The areas of design novelty and difficulty are described and discussed in the context of five representative simulations. Following this the impacts on actual design difficulty and complexity are discussed and analyzed for the simulations. Finally, a design time model is proposed that empirically links model size with duration and novelty and design time with model size. In conclusion, the paper suggests that design time can be forecast from simulation duration provided the forecast is adjusted to take into account simulation novelty
Online Market Test Laboratory with The MINSIM* Program
The Online MINISIM after-the-fact market test laboratory enables competing participant teams in the marketing simulation COMPETE to simulate different marketing mixes. Participants with Web-access order MINISIM for a specific decision period. They receive the necessary files via e-mail after the simulation is administered. The MINISIM program automatically uses the team’s original decisions for the current period. The team can change and modify one or more of their original decisions to test their effect on such performance measures as market share and profits. The MINISIM program then runs the COMPETE simulation with the new decision inputs. The test results are displayed on the computer screen and written to a text file
Delivered Cost and Differentiation Applied to Threshold 3rd Ed.
This interactive session explores an application of the concepts of Delivered Cost and Differentiation to Threshold Competitor, 3rd ed.. Delivered Cost and Differentiation were articulated by Porter (1980, 1985), and Hall (1980). They are described in many strategy texts; e.g., Thompson, Gamble, and Strickland (2006) and Hitt, Ireland, and Hoskisson (2005). The concepts can provide significant understanding of one’s competitive situation, and guidance in strategic decision making; and at least as importantly, help students better understand the concepts
Making the Connection: Improving Virtual Team Performance through Behavioral Assessment Profiling and Behavioral Cues
It is evident that academic institutions are embracing virtual delivery methods at an unprecedented rate. Consequently, online instructors are faced with the challenge of developing high performance team dynamics within their virtual courses. It is no longer acceptable for instructors to simply present course material online. Instructors must find ways to actively engage team members and provide an innovative environment for teams to succeed. A behavioral assessment approach to improved virtual team communication allows individuals to “read” behavioral cues in a virtual environment. Understanding and responding to these behavioral cues can help virtual teams to improve communication and enhance overall group dynamics. An awareness of the relationship between individual behavior styles, or cues, and the team performance is critically important in a virtual team, where creating an atmosphere of trust can be difficult to achieve. The purpose of this demonstration is to present a behavioral assessment profiling tool and methodology to be used in virtual classrooms that works to cultivate an energetic and engaged virtual team
The Effectiveness of a Simulation Exercise for Integrating Problem-Based Learning in Management Education
Problem-Based Learning (PBL) has gained recognition as a valuable pedagogical approach. This study explored the effectiveness of using a simulation as the PBL “problem” in a strategic planning course. This study demonstrated that a management simulation can be an effective problem for integrating PBL over the duration of a course. Factors that need to be considered when using a simulation exercise as a PBL problem are discussed. Limitations and directions for future research are explored
Computer Business Simulation Design: The Rock Pool Method.
"This paper explores software design methodologies in the context of business simulation design and proposes a methodology - the rock pool method that provides structure while maintaining creative freedom. Developing computer simulations for management development and business education present particular software design problems. On one hand, for computer software development there is a need for a rigorous, structured approach. But, equally, creating simulation models that deliver learning in an effective, efficient and consistent way is a creative process. The ""rock pool"" metaphor was chosen because the process can be likened to exploring the rock pools on a beach after the tide has receded. Each rock pool represents a stage in the design process. Within each rock pool there are several design elements (the rocks) but these are not processed in a predefined order and are revisited several times. Although moving between rock pools is systematic, the order the rocks are explored within a rock pool depends on the simulation and the movement between rocks is based on creative needs. The methodology is explored in the context of the development of a complex entrepreneurial planning simulation (Strategic Exploration of Entrepreneurial Directions (SEED)) for students of science, technology and medicine and other simulations
Evaluating Service Learning: Reflection and Assessment from the Student Point of View
"Service Learning is usually evaluated through interviews with the community partners at the end of projects and through reflection papers and journals that the students produce. This paper will discuss the students’ part of this evaluation, based on a service learning project in an accounting reporting course at San Diego State University . (For further detail on the entire course, see Vik and Doran, “Experiential Learning for Accountants: The Not for Profit Project,” ABSEL Proceedings, March 2001.) Students choosing a hands-on project write a journal and a reflection paper to evaluate the project. For the past six semesters, all students (both those doing a hands-on project and those doing the simulation) were asked to take a quick survey about the not for profit project. The results have given us reasons to retain and improve the project.
Overcoming the Business Game Complexity Paradox
Business game users, during the their game\u27s run are often asked questions about the decisions to be made, as well as needing help in interpreting the results generated by the simulation. If the game itself is fairly complex, the ability to determine causes and effects becomes even more difficult. This demonstration presents how the author of one game created software that lightens the teaching burden by providing coaching materials based on the firm\u27s decisions and results. These materials outputs judgements as to the propriety and rationality of the decisions made by the players
Exploring the Preference in Learning Approach among the Hong Kong University Students: Case Study, Problem-Based or Traditional Textbook Question
This paper discusses the exploratory findings of students’ preferences in different learning approaches: case study, loosely-defined problem-based learning or textbook problems and questions for undergraduate students taking the subject Bank Credit Management in the Hong Kong Polytechnic University. The impacts of students’ previous learning experiences on their learning approach preferences are also identified