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

    Integrating In-Class Learning with Out-Of-Classroom Experiences through a Managerial Competency Development Framework

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    This paper provides a framework for meaningfully combining in-class learning with structured out-of-classroom experiences. The proposed integration can easily be achieved by grounding business curricula in the development of managerial competencies. Managerial competencies, behavioral in nature, lend themselves naturally to out-of-classroom activities. Chronicled in this paper is the creation of a managerial competency development model and its implementation, which required the coordination of student activities both inside and outside the classroom

    Exercise: Conducting Role Plays Using Student Generated Cases

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    This paper describes how role-plays that are based on student written cases were used in a graduate level Motivation and Incentives course. At the start of the semester, each student was asked to write up a motivation related case based on his/her job experiences. During each subsequent class, students played the role of either a problem solving consultant or a firm’s manager. To obtain closure on the case, the manager then presented how the problem was actually solved by the firm described in the case. The exercise was then debriefed

    Reflecting on Reflection: An Examination of Reflective Learning and Assessing Outcomes

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    Reflection has been identified as a critical factor in the learning process. This experiment examines some of the linkages between reflection and outcomes of the simulation experience. The experiment attempted to measure reflection-for-action, reflection-on-action, and reflection-in-action during a undergraduate business course using a marketing simulation. Teams in this experiment that outperformed their peers appear to demonstrate improved decision making as evidenced by decreased time spent in the various dimensions of reflection. The teams, which did not perform as well, were able to improve their outcome measures of net income but at a slower rate. For these teams, a pattern of decreased reflection time was not evident

    Validating a Model of Currency Valuation

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    An empirical study of the foreign-holdings model of currency valuation is conducted with 116 undergraduates taking part in an international-business gaming simulation. Results are consistent with current understanding of ex-change rates. In the very long term, currency values of the model move in rough correspondence with monetary theory. In the short term, a high degree of uncertainty, with no repeating pattern, is evident. Uncertainty rose with the elapse of time between observations at the rate of about 1% per period

    Talent Search 2000 - An Experiential Activity to Help Strengthen Skills in Employee Recruitment and Selection

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    The activity expressed here, Talent Search - 2000, is generative and heuristic as it helps learners to form important questions and hypotheses about the screening and selection of job applicants. [note: in this work, "learners" is used to represent students, trainees, etc.] The questions and hypotheses created by learners in this activity are important because they directly influence knowledge acquisition and skill development. Also, the intellectual work required in the activity provides some foundation for continuous improvement in practices related to job applicant screening and selection

    The Impact of Business War Games: Quantifying Training Effectiveness

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    Does participation in a business simulation exercise change people’s perspectives on decision problems? Does it change their approach to solving those problems? These are fundamental questions positively confirmed by this research. Using the semantic differential technique and a one-group pretest-posttest design, tests are conducted to assess changes in characterization and approaches to business decision problems. A matched pair t-test confirms significant change in ten of twelve key hypotheses; while the Wilcoxon signed-rank test confirms nine. The measurement methodology developed and results presented provide quantifiable justification for the use of business simulation exercises to induce targeted change in a decision maker’s decision problem perception

    The Use of a Simulation in an Integrated MBA Curriculum

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    Simulations in MBA curricula are used extensively to teach discipline specific content. Recently, schools developing an integrated approach to their curricula use simulations to integrate one or more courses in an emulation of the business environment. This paper describes the use of a simulation as a vehicle for integrating coursework throughout an MBA program curriculum

    Core Course Outcomes Assessment and Program Continuous Improvement Using an Integrative Business Plan - an Empirical Evaluation

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    Outcomes assessment and continuous program improvement has become an increasingly important topic in higher education. AACSB and governmental bodies often require this type of self-analysis. This paper presents and examines a model of business common core course assessment and improvement using an integrated business plan in the upper division strategic management capstone course. An emphasis is placed upon the evaluation of empirical data developed over a one year time period. It also reflects on some of the problems and issues engendered by any formal and required outcomes assessment program. It is the authors hope that this approach will serve as one model in the development of outcomes assessment and quality control programs in Colleges of Business Administration

    Assessing the Efficacy of Experiential Learning in a Multicultural Environment

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    Experiential learning theory posits that it is through performance, reflection and repetition that skills are developed. But, does experiential learning “deliver” on its promise in an increasingly multicultural management environment? A test of this proposition, conducted over a one year period with fourth year (senior) undergraduate management students would seem to indicate that such is not the case. This paper describes that test in a multicultural environment where eighty percent of the participants are products of a western cultural background, but the remaining twenty percent bring a wide range of alternate cultural baggage to the learning process. Simple statistical analysis leads to the conclusion that, while critical analysis and problem solving training through experiential exercises are marginally effective in the western cultural context, such techniques are less effective without the traditional western cultural foundation

    Implementing Marketing Control with the Web-Based Profitability Analysis Package

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    The Web-based Profitability Analysis Package enables competing participant teams to learn, identify and assess the underlying reasons for profitability or loss of each strategic business unit (SBU) within their brand portfolio during each decision period. This decision support package (a) extracts and presents the earnings per share of each competing firm as well as the main components of revenues and expenses for each SBU of each of the competing firms from the simulation results, and (b) identifies and flags the antecedents of each determinant of revenues and/or expenditures for each SBU. Competing participant teams use this package to exercise marketing control. The package enables users to monitor performance, identify deviations, understand the underlying reasons, take corrective action and thereby exercise marketing control

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