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Simulation Game as a Live Case Integrated into Two Modules

机译:模拟游戏作为集成到两个模块的实用案例

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The desire and need to provide attractive and more effective learning environment for students is one of the main motivators for creating practical oriented tasks and courses. One of the ways to deliver more effective and attractive learning environment is the use of experiential learning methods. This paper follows a long discussion among scholars of design and implantation methodology of experiential exercises into the curriculum e.g. Gentry, McCain and Burns (1979); Butler, Markulis, and Strang (1985); Cannon and Feinstein (2005). The paper discusses the concept of a double game structure featuring two different courses from two departments yet intertwined on one platform to provide accessibility of data. The first game is a classic start-up management business simulation game played in teams by a class of entrepreneurship course (management students) while the second game is an investment game played by students in the financial analysis course (Finance and Accounting Students). Both courses are conducted by lecturers from respective disciplines, through the use of a live game interaction platform. The investment game draws data from the business game of entrepreneurship course for all investment decisions while the business game in itself maintains the traditional entrepreneurial role of growing a viable business as in the real world. The financial analysis course independently analyses the data from the first game to make independent investment decisions based on business growth potential. Students from both games receive constant feedback as they move from one quarter to another. This paper describes an organizational and methodological set-up of both games and their integration in the courses as well as learning outcomes. Among other interdisciplinary learning outcomes or experiential education potential, we highlight the practical approach to ethical issues and dilemmas related to management decision-making process based on existing financial information and transparency issues in reality. The attractiveness of the proposed course module will be the introduction of two business games together and combining them into one larger game structure. The teaching and learning effectiveness come from creating dynamic and realistic learning environment based on the metrics and feedback.
机译:为学生提供有吸引力和更有效的学习环境的愿望和需要是创建实用导向任务和课程的主要动机之一。提供更有效和有吸引力的学习环境的方法之一是使用体验学习方法。本文介绍了经验练习的设计和植入方法中的课程中的学者介绍了课程。绅士,麦凯恩和伯恩斯(1979年);巴特勒,Markulis和Strang(1985);大炮和Feinstein(2005)。本文讨论了双重游戏结构的概念,其中包括两个不同的课程,尚未在两个部门交织在一个平台上,以提供数据的可访问性。第一场比赛是一类经典的启动管理业务仿真游戏,在一类企业家精神课程(管理学生),而第二场比赛是学生在财务分析课程(金融和会计学生)中扮演的投资游戏。通过使用Live Game互动平台,这两个课程都由各学科的讲师进行。投资游戏从企业家精神课程的商业游戏中获取所有投资决策的数据,而商业游戏本身则保持传统的企业态度,这些创业在现实世界中发展可行的业务。财务分析课程独立分析了第一场比赛的数据,以基于业务增长潜力的独立投资决策。来自两个游戏的学生接受持续反馈,因为它们从四分之一移动到另一季度。本文介绍了对游戏的组织和方法制定及其在课程中的整合以及学习结果。除其他跨学科学习成果或体验教育潜力之外,我们突出了与现实财务信息和透明度问题的管理决策过程相关的伦理问题和困境的实用方法。拟议课程模块的吸引力将在一起引入两个商业游戏,并将它们结合成一个更大的比赛结构。教学和学习效果来自基于指标和反馈创造动态和现实学习环境。

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