Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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The Power Circle Exercise
The focus of this exercise is the situational impact of power and how individuals in an organization interpret it. The ‘Power Circle’ concept is utilized to interpret an individual’s power configuration in a given situation. To be totally cognizant of one’s ability to act in a contingency, individuals must be aware of and utilize those particular power bases in which they are perceived as powerful. Power base may change according to the needs of the situation. Individuals must constantly be aware that changes can and will occur. Since the ability to achieve power effectiveness in a particular situation enhances one’s leadership effectiveness in that given situation, possessing the knowledge of one’s perceived power base would prove to be beneficial. This exercise allows one to evaluate one’s own perception of his or her power base and how it relates to the perceptions of others
A Critical Examination of the “Experiential” Premise Underlying Business Simulation Usage
The concept that the learning that results from simulations is experiential in nature is apparently an unquestioned assumption. However, this paper in fact does question this assumption and asserts that the learning value of simulations comes from the use of enrichment techniques does not necessarily need to be described as experiential in nature. Past research has not proven or demonstrated that performance in simulations is a measure or indicator of learning. The major learning value of simulations should not be considered to be experiential but rather the learning value of simulations should be considered as coming from the knowledge and direct involvement of the teacher
Panel Discussion: A Model for Initiative Development: Discussion and Ideas of Individual Spirit Harmonic
"At the 2000 ABSEL Conference, Douglas L. Micklich and Gretchen Vik presented a paper on an exercise to develop initiative. They used as a basis an example from Barry Heerman’s “Building Team Spirit”, an exercise that focused on sharing, building, and clarifying individual goals. The exercise that was chosen considered the use of consonant and dissonant values or factors as ones that contributed to satisfying unmet goals and needs serving as the basis for initiative. Consonant values are those that bring harmony and foster initiative and dissonant values are those that bring disharmony and cause us to become discouraged from developing initiative. The main purpose of the panel discussion is to elicit ideas and discuss strategies used to help students develop initiative for solving problems and how to provide feedback to both students and instructors to improve their performance in developing and sustaining initiative. The main question that will be addressed by the panel is; What are some of the things that we do in designing activities that either encourage (reinforce consonance) or discourage (reinforce dissonance) one from taking initiative of some sort?
Congruence II: A Strategic Business Board Game
At the 1999 annual ISAGA meeting the authors introduced the original CongruenceTM game. "Its purpose was to demonstrate the importance of congruence among team members, strategies and resources for entrepreneurial firms." The purpose of Congruence IITM: A Strategic Business Board Game, is to teach the strategic importance of congruence in strategy, quality and finance through the firms\u27 life cycle. Participants make strategic decisions at different stages of the product life cycle (one board for each stage of the life cycle). As participants compete only with themselves and play against the possible, the game is designed for one or many players, or teams. Participants will learn the importance of continuous strategic decision making that serves to build a "better team" and a "better firm.
Integrating the Digital Revolution into the Classroom
A new approach using digital concepts can enhance the Principles of Management course. Innovation and Information Technology are subjects in the course that are interrelated. Firm use of digital concepts is resulting in less cost, as well as improved quality and efficiency. This approach offers students valuable insights and sensitizes them to the true nature of change occurring in the contemporary world
Collaborative Learning and Web-Based Instruction in a Cognitive Apprenticeship Model
A study was conducted to determine the effects of collaborative learning and web-based instruction on academic achievement, in a constructivist environment in a principles of financial accounting course. The instructional module used in the study was implemented in the form of a cognitive apprenticeship and incorporated situated learning tenets. A two-by-two factorial research design was employed. An evaluation of study results indicated that neither collaborative learning nor web-based-instruction alone impacted students_ posttest performance. However, an evaluation of the interaction effect indicated that: collaborative learning was more effective when students were instructed in a classroom setting and utilized traditional, face-to-face collaborative methods; and web-based instruction was more effective when students worked individually rather than in collaborative dyads
The Right Venue for Your Simulation
There are three venues that support simulations, stand alone PCs, local area networks (LAN) and the Internet. We discuss the pros and cons of each
The Global Business Game: A Strategic Management and International Business Simulation
The millenium\u27s newest computer-based busi-ness game will be presented by its author. The presentation will cover the rationales for the various design decisions that were made, the wide array of talents assembled by its publisher, South-Western College Publishing, and a "walking tour" of the simulation\u27s Player and Game Administrator Windows-based applications
Business Simulation Team Performance after Completing an Individual Practice Module
Many factors can contribute to a student’s successful learning experience when participating in team based simulations. What is the best way to deploy simulation assignments to students? Is there a benefit to having students complete a significant amount of simulation practice rounds before competing against each other in a team environment? The main objective of this research: using comparative data from two classes to define the effectiveness of student team performance within a business simulation after an individual simulation practice assignment has been completed
An Agent-Based Model of Consumer Behavior Based on the BDI Architecture and Neoclassical Theory
Agent-based models of consumer behavior open new possibilities in terms of the degree of realism and complexity of the simulation of markets. This technique brings several advantages over the traditional modeling approaches. This follows from the agent-based approach allowing the explicit modeling of the micro levels of intricacy of a market while enabling the emergence of the macro levels of market complexity. We propose an agent-based model of consumer behavior based on the Beliefs, Desires and Intentions (BDI) architecture and the neoclassical theory of utility maximization. The model allows simulating a dynamic environment of heterogeneous deliberative consumers. We show that the model can straightforwardly simulate different types of markets and economic phenomena such as price, income, substitution and complementary effects