Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
Not a member yet
    2919 research outputs found

    Revisiting Strategy Learning in a Total Enterprise Simulation

    No full text
    The learning benefits of a specific total enterprise (TE) simulation are determined by what knowledge bases are chosen and not chosen for a simulation’s design. Repeating an earlier study of THE BUSINESS STRATEGY GAME on its new edition shows this. As before, the learning of and attention to strategy ratings led to superior and large performance differences between winning, first place teams, and losing, last place teams. Other variables such as prices do not matter. The ones that do are broad or focused product line, quality, service, brand image, low cost, market share leadership, superior value, and global of focused coverage. This sort of TE simulation result is a considerable asset in defining what is learned using a specific simulation and suggesting dimensions for other designs

    Perception Is Reality: Sharing Frames

    No full text
    In this paper, the authors first present the theoretical grounding for the social construction of reality. They then share two tools for framing reality: one is an actual frame that students take out of the classroom to frame a scene in different ways; the other requires students to frame two different segments of a photographic advertisement. In both exercises students tell (either orally or in writing) the two different stories (perceptions of reality) they discovered. The paper ends with a discussion of student reaction to the activities

    Virtually Experiential Classrooms

    No full text
    There are few resources that address the possibilities for experiential learning in online courses. This paper examines five formats used experiential learning classroom activities, identifies the limitations and the opportunities presented by the Internet as a medium for conducting experiential exercises, and analyzes some experiential learning formats relative to three criteria in order to determine their suitability to Internet administration

    To Teach “Vikings” To Behave Among “Mandarins”Lessons from Teaching with a Simulation Model of Applied Business Ethics in International Management

    No full text
    The objective of this paper is to report from interactive teaching situations that involve a number of cross-cultural puzzles and to report on the construct value of a model in progress on bribery in China. The paper reports from eight simulations. It is a cross-disciplinary case involving joint venture, expatriation training, culture in auditing, and business ethics. The nature of the paper is that of a work in progress and thus not intended for publication at its present stage of development

    Cosmopolitan-Based Cross National Segmentation in Global Marketing Simulations

    No full text
    Notwithstanding the continuing globalization of marketing activities, cosmopolitanism -- the central driving concept of global orientation -- has received relatively little attention in the literature of business simulation. This paper addresses the use of the cosmopolitanism construct in simulating cross-national segmentation. It will review recent research regarding cosmopolitanism and discuss the specific implications for simulation design

    Designing Interactive Self-Learning Modules Using Macromedia Director

    No full text
    This paper describes the use of Macromedia Director 8 Studio, a software program that allows professors to easily develop student interactive learning modules. A marketing based learning module is presented

    Decision-Making Exercises (A), (B), and (C): Examining the Role of Conflict in Group Decision-Making

    No full text
    This article describes a simulation that explores the role of conflict in group decision-making processes. In the exercise, students experience different approaches to group decision-making, and then provide their assessment of each procedure. An Internet-based software application provides students with real-time feedback regarding their assessments, and enables students to compare and contrast each decision-making method during the class discussion. This discussion tends to focus on the level of cognitive and affective conflict that emerges in each method, and the impact that these process characteristics have on decision-making outcomes

    The Tournament Concept: Extending the Idea of Using Simulations as Instruments of Assessment

    No full text
    Defining a competitive event as a setting wherein all competitors begin at the same or equivalent positions and a tournament as a collection of two or more competitive events, the tournament concept was tested in a very complex total-enterprise simulation that was organized into a tournament of 15 competitive events. The data supports the effectiveness of the tournament, and suggests that participants remained challenged for the entire 30 decision periods of the competition. Problems encountered that have since been resolved were the illiquidity of excess inventory, immobility of equipment, and unenforceability of organizational structure. The issue of breaking down overall scores into components corresponding to specific skills remains to be studied

    Endnote Activity: A Tool for Integration of Course Content and Communication Skill Practice

    No full text
    The Endnote Activity includes a written form and a discussion format that are designed to link, in a variety of ways, classroom materials with readings and relevant events outside the classroom. Effective communication skills are consistently identified in the literature as key components of managerial and organizational effectiveness. In addition, educators are constantly challenged to demonstrate the relevance and practicality of classroom activities with those experiences and situations students encounter outside the classroom. Activities that can address these areas offer particular value to students. The Endnote Activity is designed to enhance communication skills as well as relate course reading with materials students select on their own outside of the classroom, even extending to the possibility of integrating cross-disciplinary contributions. This paper explains the Endnote Activity including the Endnote form and accompanying presentation. The objectives of such an activity are explained as well as a discussion of how to use the activity in the classroom. Several problems and difficulties are explored and possible remedies identified. When modifications must be made for class size or length of class period, various adaptations are explored

    Initial Data on a Test Bank Assessing Total Enterprise Simulation Learning

    No full text
    This paper is the second in a series dealing with the construction of a test bank of items designed to assess whether or not learning takes place from playing a total enterprise simulation. It describes the procedure for and the results of an initial assessment of a selected number of items of the bank. The results show post test scores significantly higher than pre-test scores in three of the four classes sampled and reliability scores near .66. Difficulty and discrimination correlations for the items used are also reported

    0

    full texts

    2,919

    metadata records
    Updated in last 30 days.
    Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇