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

    Exploring Differences in Online and Face-to-Face Student Engagement and Performance in Business Writing

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    Disengagement and burnout are hot button topics in business around the world in 2023. Students and faculty are not immune to these challenges. This paper reports on a data-driven exploration of student engagement and academic performance in a business writing course across two semesters. This course was historically taught only face-to-face (F2F) but evolved to F2F, hybrid, and online offerings as a result of the pandemic. The professor’s intuition was that the online students were not as engaged and were not performing as well as the students in the F2F sections, and a closer look at the engagement and performance data verified that suspicion. The paper summarizes the data and findings and proposes future research to help others who might be curious about the outcomes of online versus F2F teaching

    Panel Discussion on Innovative Approaches to Supplement the Curriculum with Experiential Learning

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    A college education used to be one of the ways a future employee could stand out among the many applicants. Now, the number of jobs that require a minimum of a bachelor’s degree has increased. Moreover, a good GPA and a completed bachelor’s degree is no longer enough. Experiential learning and skills development is becoming increasingly more important to employers when screening resumes (Job Outlook 2023, 2022); resulting in colleges and universities developing signature and high impact practices, as well as other activities to support out of classroom learning.This presentation/session will share research on the benefits of experiential learning and will feature examples from three well established Colleges/Schools of Business; that have developed an experience-based approach to supporting students’ professional and personal development. Additionally, the Colleges/Schools have partnered with Suitable to share how they use technology-based tools to support these initiatives

    Equine Facilitated Learning (EFL) Leadership Programs

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    Only a few scholarly studies examine the relationship of equine facilitated learning (EFL) leadership programs to leadership theories, their related success evaluations, and leadership training. Characteristics of 13 EFL leadership program are explored to examine their ties to four leadership theories: authentic, servant, situational, and transformational, their requisite success evaluations of the leadership theories, and how leadership is incorporated within the programs. A qualitative research design addresses research questions through manual qualitative content and thematic data collection and analyses gathered from program website information. Interviews with four program leader participants about their programs are also explored. Program characteristics tend to be inconsistent. There are discrepancies among the programs and between the participants’ perceptions of their programs’ leadership theories and the information presented on program websites. Programs generally do not tend to adhere to one of the leadership theories investigated or to their related success metrics. Programs should be more consistent and subscribe to a specific leadership theory, or theories, so they can accurately, reliably, and with validity, measure their outcomes. Lee & Dankin (2016) and Arci. Et. al (2016) were among those who suggested that additional research is needed

    Learning through micro-credential experiences in Puerto Rican students: An exploration of Bank of America Jobs Initiative (BofA) perceived value

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    This study uncovers students, professors, and employers’ perceived value of micro-credential certification programs. Using a phenomenological methodology, we unveiled the meaning of participants’ shared experiences. We performed a narrative analysis of students\u27 written assessments and built a robust information-gathering structure with professors\u27/employers\u27 interviews. The construction of the certification perceived value is mainly based upon the affective domain of learning, producing connected representations from participant students, employers, and professors. For students, those representations include power, effort, nourishment, and closeness. For employers, themes are benefit and construction/deconstruction, whereas professors emphasized the figure of the teacher and freedom. Those representations build a figure of value perceived of the micro-credential consisting of knowledge, development tools, and affective connections in the context of deinstitutionalization processes

    The Business of Business is Saving the Planet

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    As an AACSB accredited institution, we are required to demonstrate how learning occurs and what steps must be taken to ensure learning. As experiential learning is understood as an engaged learning process, where students “learn by doing” and by reflecting on the experience, creating these opportunities can take many forms. As the AACSB , is encouraging and really urging member institutions, consistent with accreditation standards, to educate future business leaders, so that they understand the importance of making a positive impact on society and understand that to mean something beyond acts of service, charity or benevolence. Toward that end, students should have the opportunity to engage in course activities that position them to address some of our most vexing social challenges. In this paper, the work of business students in addressing sometimes daunting societal problems will be examined. This is the focus of a specialized certificate program in which students pursue, in addition to their major, a Certificate of Professional Leadership in Ethics (CPLE). Specifically, the work that is done in this capstone course provides students with the opportunity to consider social challenges such as the future of juvenile detention, how we might best prepare individuals to build careers in the emerging green economy, what the fundamentals of a municipal climate action plan might be, creating a community benefit trust for communities that have endured the challenges of living with poor air quality and the dual challenges of homelessness (housing insecurity) and affordable housing

    Employability Skills Development for Undergraduate Accounting Students Using a Business Simulation Game: A Case Study of the Use of Accounting BISSIM

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    This paper provides a case study of the use of the Accounting Bissim business simulation game to develop accounting undergraduate students’ employability skills at two UK universities: Aston University and De Montfort University. The authors, who co-developed the Accounting Bissim simulation in 2015, explain how their use of the simulation supports the development of the 11 key skills sought by modern employers (CMI, 2021) within both a second-year course at Aston University, in which employability skills development is the primary focus, and a final year course at De Montfort University, in which employability skills development is a secondary objective. The paper also includes some preliminary evidence of student perceptions of the impact of the simulation on their skills development. The paper responds to a gap in the literature as there is very limited evidence of the use of business simulation games for employability skills development in accounting programs

    Earth Under Siege: The Game of Sustainability

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    This article introduces a solitaire game for the classroom or personal use based on an adaptation of the States of Siege game engine used in many commercial wargames to model the global sustainability challenge of the 21st century. The Earth systems are modeled by five variables (deforestation, ocean pollution, greenhouse gases, water scarcity, and soil degradation). These variables are impacted along the game due to population growth and consumption level growth. These impacts are countered by action units representing NGOs, regulation, R&D (technology), space resources (space), and governance (diplomacy). The goal of the game is to limit the damage of the impacts so that the Earth systems don\u27t enter a collapse. Civilization, as we know it, would come to an end, leading to a new dark age of hundreds or perhaps thousands of years. Instead, the aim is to achieve a new golden age of sustainable growth with a more manageable population level, new technologies, space resources, and prosperous global coordination. It was designed for a two-hour session in a classroom or at home. Although designed as a solitaire game, it can be played in small groups of up to three students in a classroom. The model simulates the challenges of increasing the population level during the 21st century, up to a forecasted 11 billion people, while increasing consumption levels to eradicate poverty and famine. This will generate several negative impacts on Earth systems with environmental and social consequences, limiting consumption growth itself. The way to mitigate those impacts and allow for a sustainable level of consumption is through the development of new technologies, obtaining access to space resources, and improving global governance through diplomacy. The model is simple enough to give players a better view of the contradictions and solutions of this sustainability dilemma without entering too many calculations and statistics

    Applicability of serious games to project manager’s competences assessment – literature review

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    More than 20% of global economic activity occurs as projects nowadays, and effective project management may generate an essential competitive advantage for companies. With the increasing complexity of projects across various industries, project management has become a critical skill set for organizations. This paper presents a literature review of simulation games for teaching project management, focusing on project managers’ competencies. The authors use systematic and classical literature reviews, analyzing current research areas of simulation games adoption for project management, learning goals and skills, and assessment models. The literature review findings are then compared to the competency model of the IPMA and analyzed for similarities and differences. The paper’s conclusions suggest the need for further development in the area of project manager competency games, assessment models, and simulation gaming, providing opportunities for adoption and usability

    Lessons Learned From a Decade-Plus of Coordinating Student-Presented Fundraising Events

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    Since I began teaching in 1997, all of my classes have included a significant amount of experiential learning assignments. My ABSEL Conference objective is to provide a reflection on coordinating an experiential learning exercise (a student-managed fundraising event) over the past 13 years that has benefited my students, their charity partners, and the University of Wisconsin-River Falls

    Improving Creative Thinking Through Gameplay

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    “The fact is that everybody occasionally has a good idea, but for business, even though one good idea might take you a long way, the rate of change now really requires that people can be creative systematically, that they can depend upon their creative processes and powers. A lot of the work I do is about helping people understand how that can happen.” Sir Kenneth Robinson, Why Should You Care About Creativity? - with Sir Ken Robinson - Business Podcast for Startups (mixergy.com) (Warner, 2010

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