Developments in Business Simulation and Experiential Learning(Texas Digital Library - TDL E-Journals)
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Look up from the phone!: Creatively using the Old School Blackboard in the world of Online Blackboard.
"Allison was disinterested sitting at the back of the classroom constantly buried in her phone. Despite decent exam scores and writing assignments she would not engage, nor smile, working alongside her classmates or the lectures. Quick to have an opinion, and often a negative one, classwork seemed for her to be a tedious and uninteresting enterprise. Until she got up from her phone. Her group was called up to the whiteboard to illustrate a map of their utopia town as part of their collaborative assignment. None of them admitted they could ‘draw’ until Allison stepped up. Before long she was laughing along with the group as she emerged as the chief illustrator including a “creative dog that also appeared to be a cat!”. Public drawing in front of her peers had broken the addictive monotony of life on the phone and being buried in the siphon effect of social media.
Historically, the physical blackboard hung at the front of the classroom as a signifier of education and learning. Copying notes and illustrations from the teacher into notebooks was how learning was translated in a teacher to student relationship. The electronic Blackboard has emerged first in online education and now into the traditional classroom as a learning platform that engages the student with the course materials, assignment submission, and collaborative online discussions. Indeed, the teacher at the front of the classroom is coopted by a tablet.
In the current culture, students bury their heads in their phones checking their social media, texting, Instagramming, Snapchatting, gaming, or whatever might hold their attention. A difficulty in this tablet and keyboard generation is engaging them in classroom activities that get them off their phones and keyboards and engaging the learning space of the classroom. This paper will demonstrate creative techniques in using the traditional blackboard/whiteboard in the classroom as a collaborative and tactile learning tool. It gets students not only off of their phones but also out of their seats into game-like experiential learning.
The COVID era placed colleges into the online format and quick learning and application into Blackboard, Zoom, Canvas, or whatever online platform is used, forced all students into the online educational realm. As is well known, this has worked well for some students who are accustomed to individualized learning, but for others losing the face-to-face contact and organic elements of in-personal classes was detrimental to their learning. Without the physical engagement with others some students were unable to connect the online lessons to real-world experience. This paper addresses this disjuncture in reconnecting physical presence with the online format in a cohesive manner. This paper introducing using the traditional blackboard or whiteboard as a teaching tool. From storytelling illustrated tableaus, to topical polls, to collaborative wall writing, students participate in understanding one another through public demonstration of their opinions and aspirations.
Increasing Software Efficacy and Professor Fluency in Strategy Simulation
Background. The annual ABSEL conference and its proceedings often include papers and presentations about business simulations augmented with supplemental materials. These supplements include out-of-software exercises, assignments, tests, and study guides (Davis & Magnuson, 2020). The papers typically include empirical evidence of efficacy as measured by content analysis, regression analysis, and student surveys. Some examples of supplements include: CEO letters, BOD meetings, WSJ.com headlines, investor relations presentations, and peer consulting (Halpin, 2020, Davis & Magnuson 2020, Gove 2012). Proposal. This proposes an ABSEL 2023 session in which one strategy professor demonstrates one brand of strategy simulation (Glo-Bus.com) and the supplemental materials (procedures, guides, tests, LMS posts, quizzes, assignments, exercises) used to augment it . She would also lead attendees through open discussion and sharing and follow up with an email chain repository of sample materials. Objective. The objective of the session would be to have attendees leave with fresh ideas about how to improve simulation efficacy through supplemental materials and to create a network where professors can support each other to avoid “reinventing the wheel”. Value. The objectives of this session directly match some of the objectives of ABSEL: sharing, networking, and improving simulation teaching methods
How to Mix the Membership of Groups: A Solution to Free Riding, Leadership Training, and Early Dominance
The rationale for mixing the membership of groups is presented and the result of mixing is defined for three levels of quality: minimal, complete, and perfect. Two systematic mixing methods, transposition and laddered rotation, are explored. Four findings on the number of complete- and perfect-quality mixes that are possible under specified conditions are explained. Steps for manually implementing transposition and laddered rotation are given, and equations for implementing them computationally are supplied. A table is presented showing the number of complete- and perfect-quality mixes that can be obtained with number of groups ranging from 2 to 7 and group sizes of the same range
The Ethics Game: A Mixed Methods Examination of Learning Outcomes Using Games
Researchers at the Command and General Staff College (CGSC) conducted a mixed methods examination of the effect of introducing the experiential learning practice of playing an ethics game on student grasp of ethics information indicated through personal growth/self-awareness. The literature examined for this study established that ethics instruction can be challenging and sometimes viewed as overly scholarly rather than practical and applicable in daily life. Therefore, the purpose of this study was to measure participants personal growth/self-awareness if they played an ethics game versus received ethics instruction through a case study methodology. The test group consisted of 62 students with the control group of 63 totaling hundred and twenty-five participants. The test group played an ethics game where they used ethical concepts to solve four moral dilemmas whereas the control group used one case study to gain a deeper understanding of the ethical concepts. Although both methods of instruction were shown to be effective, findings established to a statistically significant level that the test group experienced a greater level of personal growth/selfawareness than the control group under certain conditions as a result of the treatment. These findings may be applicable not only to military but other contexts where leaders endeavor to choose appropriate ethical solutions to morally ambiguous problems
Should I Stay or Should I Go Now? Deciding to Retire (A Case Study)
In this case study, we witness a conversation between three colleagues: Kathy, who is thinking about retiring, and Dusty and Ian who have already retired. Together they explore the factors that push employees toward retirement and those that pull them back into their work. The case study explores how to make the difficult decision to retire and adjust to retirement, especially in terms of one’s social identity. Students of HR, organizational change, career transitions, and academic careers may find the case study to be particularly relevant
Formal Measurement of the Business Goals: a Quintessence Representation of the Process Improvement Lifecycle
Global organizations redesign their processes for enhancing quality in terms of products/services, schedule, and budget. Programs involving business process improvement (BPI) are developed in order to accomplish such redesign. However, project managers hardly transform business processes, and they fail to achieve organizational/departmental goals. Such a fact results in ineffective/inefficient processes delivering poor value to the organization. Lack of practice standardization and theoretical framework lead some projects to failure when executing process improvement programs. In this paper we represent the practice formal measurement of the business goals on top of the Quintessence kernel. In addition, we conduct a case study in a French multinational automotive organization. The practice includes graphical/reusable theoretical constructs in a formal language to be used in multiple disciplines. The solution serves as a guide involving activities/tasks for measuring improvement in the radical/incremental BPI lifecycle
BTown Coach: A Case Study for Financial Accounting Students
Since the early 2000s there have been calls for higher education to provide opportunities for experienced-based learning in business programs. ABSEL’s focus on experience-based learning and pedagogy provides an opportunity for sharing effective pedagogical tools. This case study assignment is designed to give accounting students an opportunity to interpret transactions and prepare basic financial statements. It is best used in the first course in the financial accounting major but could be modified for use in a core course in a graduate program. This paper includes the case, the grading rubric, and student responses to its use
When Play And Work Collide: An Interactive Panel Symposium Exploring The Use Of Gaming To In Management Education
This panel symposium brings together management researchers with experience of the gaming industry, and industry professionals to explore the use of gaming in management education. We focus on how educators can use board games and role-playing games to increase student engagement and highlight the use of specific games in several different management courses including Leadership, Organizational Behavior, Human Resource Management, Entrepreneurship and Strategic Management as experiential learning activities. Guided by the facilitators, and through active participation, attendees will use commercially available games such as Dungeons and Dragons, and Forbidden Island to illustrate management course material. We give participants a hands-on experience of some of the games we have successfully used to creatively illustrate management material
Incorporating Mission and Societal Impact into One School’s Integrated Learning Program
This paper provides a strategy for creating and implementing a community-based integrated learning program (CILP) which incorporates mission and societal impact. Our conclusions are based on the extant literature coupled with our experience designing and executing such programs. Furthermore, we offer impact measures so outcomes from a CILP may be analyzed over successive years with the intention to (a) improve on the experience, (b) lever skill-based volunteering and (c) generate best practices that may support other integrated learning programs
Aligning Competency Frameworks and Co-Curricular Experiences:An Interactive Experience with the Suitable Technology Platform
Schools embed learning objectives in their courses and co-curricular activities, but often they have difficulty determining if students are mastering stated objectives. Research suggests that the most effective learning competencies should be flexible, stackable, transferable, measurable. In addition, the use of competency frameworks may allow schools to track the skills that students develop through both curricular and co-curricular activities. How to align leaning goals and objectives with competency frameworks while collecting student experiences and outcomes data is the focus of this interactive technology demonstration session. Using the technology platform created by the Suitable company, we will examine the use of competency-based frameworks via a demonstration of a technology tool that supports key learning competencies while also employing a “gamification” approach that yields important data for ongoing evaluation and accreditation efforts