Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Assessing and Incentivizing Learner Contribution and Performance Excellence: Creating Win-Win Evaluation Options
This Experiential Track submission outlines two techniques used to encourage active student participation and contribution to both in-class dialogues and discussion board forums run utilizing the Blackboard learning platform. The author first explains the auditing system he uses to evaluate day-by-day class contribution and on-going contributions to existent discussion forums. The author then explains his system of Incentive for Excellence points (IEPs) used to reinforce high motivation, performance and achievement in his classes
Effects on Learning When Students Have Information about Games and Their Outcomes When Playing Them
Since playing games is commonly used as a teaching method in business and in economics, students can find information about games and their outcomes before they play them. A concern is that this information may have negative effects on learning as students then may put less effort into playing the games and consequently, the students do not learn the concepts within the games. However, the information can also have positive effects if the students understand the games and their outcomes better. In this paper, we study the effects of providing students with various amounts of information prior to playing three games commonly used in economics. We find that decisions are closer to the theoretical outcomes when information about outcomes is provided. In addition, scores are higher on a related test when information about the game is provided. Still, the students report similar learning experiences as when this information is not provided. Our results indicate that having information about the games and their outcomes when playing them has positive effects on learning
How “Whole” is Whole Person Learning? An Examination of Spirituality in Experiential Learning
The question of spirituality in the design and implementation of experiential learning experiences is examined. A model, based upon astute design and efficacious delivery of whole person learning, says it can be done. The Spiritualization Actualization model developed includes a definition of experiential learning and multipleinput learning systems. The concept of Spiritual Actualization learning is discussed from the perspective of: 1) spiritual actualization goals and objectives, 2) addressing possible design flaws in existing business educational settings, 3) facilitating whole person learning student involvement, and, 4) evaluation and grading challenges. A conceptual and diagnostic model for integrating Spiritual Actualization learning systems concludes the presentation
Using The Socratic Method and Bloom’s Taxonomy of the Cognitive Domain to Enhance Online Discussion, Critical Thinking, and Student Learning
The virtual world of learning is assuming its place in the field of education. While much of the literature in the area is of a descriptive nature, a need exists for the establishment of a theoretical and conceptual foundation to guide educators as they embrace this new approach to teaching and learning. Incorporating the Socratic Method and Bloom’s Taxonomy of the cognitive domain to enhance online discussion, critical thinking, and student learning is one step in this direction. Some of the issues related to this area of inquiry are presented
Effective Leadership Experiences for Management Majors in a Futures Class
Management majors at this AACSB accredited School of Business are required to take several courses, such as Management Fundamentals and Organizational Behavior, in which they learn about leadership theories. However, they do not necessarily have a challenging experience in practicing and improving their leadership skills. The Department of Management/ MIS at the University of West Florida has taught a course on Planning for the future for over 15 years. There are multiple experiences in this course for students to practice and improve their leadership skills. A survey of over 50 Management programs did not find such a course in their curriculum. We recommend the course and its specific leadership enhancing exercises for consideration by other Management departments
Using a Web-Based Module to Teach Information Literacy
The Internet has made accessing information easier for students, but the sheer volume of information available makes assessing that information more difficult. Using a highly structured web-based module helps students learn how to find relevant material and choose which material best fits their research assignments
Incorporating Strategic Product-Mix Decisions into Simulation Games: Modeling the “Profitable-Product Death Spiral”
There has been significant research appearing in the marketing literature regarding customer lifetime value (CLV) and its consequence, customer equity (CE), over the past decade. However, little has been done to incorporate these concepts into the literature on simulation and gaming. One of the implications of taking a CE approach is an increased emphasis on product mix. This paper discusses a simple method for incorporating strategic product-mix decisions into marketing simulation games. It illustrates the importance by showing how this addition will model Rust, Zeithaml, and Lemon’s (2000) concept of the Profitable-Product Death Spiral into a CLV design developed by Cannon, Cannon, and Schwaiger (2005)
Experiential Learning For Technology-Based And Management Programme In Hong Kong: A China Study Tour
The preliminary study of the use of the China Study tour to enhance students to better understand the complicated matter in the areas of global supply chain operations in the textile and clothing industry on the basis of student centric learning method that emphaises on the development of personal competence through experiential approach. This project fits into the university curriculum re-design which allows students to learn complicated but interdependent hands-on textile and clothing knowledge experientially
Narratology and Ludology: Competing Paradigms or Complementary Theories in Simulation
Technological innovations in simulation practice have increased the speed at which theories underpinning their study evolve. As researchers come forward to accept the task of developing these theories, differences between two philosophical positions – narratology and ludology – are sparking debate which may indicate a future paradigmatic shift. The article to follow compares and contrasts narratology and ludology within the range of simulation and non-pedagogical gaming, respectively. Divergences between the two holistic meanings are noted, overlap and synergies between the issues surrounding these meanings are discussed, and a fusion of the two is proposed for future theoretical and/or paradigmatic progress
Notel Health Services: A Role-Playing Simulation
This paper describes a simulation entitled “Notel Health Services” which integrates cost accounting, tactical operations, strategic planning, and interpersonal skills. This simulation is being used to give physician’s assistant majors an opportunity to experience the “business” of delivering health-care services. The Notel Health Services simulation, described in this paper, was designed to help students understand management issues faced by physicians in private practice. Although this simulation uses a medical setting, it would be suitable for any upper-level management class that includes a discussion of professional-services industries