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Learning Business using Management Simulation Games

机译:使用管理模拟游戏学习业务

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Often students acquire theoretical knowledge but lack the competence to use their knowledge in practice. Management simulation games pretend to bridge the gap between theory and reality by offering a theoretical, and at the same time, reality-related approach to management processes. Typically, the participants act as board members of a virtual company. During several periods each team has to compete with several other teams in a simulated market. A complex, computer-based simulation game handled by the instructor processes the decisions taken by the companies and simulates the competitive environment. After each decision period the participants learn from their results whether or not, and to what extent, their actions were successful thus experiencing the consequences of their decisions. In the following TOPSIM-eCommerce is described as an exemplary management simulation game where the participants act as board members of a virtual company which sells mobile phones and accessories in the Internet. In a second step, the analysis of the learning contexts and outcomes shows based on a constructive approach of teaching and learning that management simulation games like TOPSIM-eCommerce provide a learning environment that combines authenticity, multiple contexts, social learning arrangements, and instructional support. Thus, they should enable learners to make fast and sustainable progress in developing a wide range of competencies. In a third step, an empirical study based on participants from China, the US and Germany using three different management simulation games (TOPSIM-General Management, TOPSIM-Marketing, TOPSIM-easy Management) examines the learning outcomes of typical management simulation games.
机译:学生通常会获得理论知识,但缺乏在实践中运用其知识的能力。管理模拟游戏假装通过提供一种理论上的,同时与现实相关的管理流程方法来弥合理论与现实之间的鸿沟。通常,参与者充当虚拟公司的董事会成员。在几个阶段中,每个团队都必须在模拟市场中与其他几个团队竞争。由讲师处理的复杂的基于计算机的模拟游戏将处理公司做出的决定并模拟竞争环境。在每个决策期之后,参与者将从其结果中了解他们的行动是否成功以及在多大程度上成功了,从而体验了他们的决定的后果。在下文中,TOPSIM-eCommerce被描述为示例性管理模拟游戏,其中参与者充当虚拟公司的董事会成员,该虚拟公司在Internet上销售手机和配件。在第二步中,对学习环境和结果的分析显示出基于一种建设性的教学方法,即TOPSIM-eCommerce之类的管理模拟游戏提供了一个融合真实性,多种环境,社会学习安排和教学支持的学习环境。因此,它们应使学习者在发展各种能力方面取得快速和可持续的进步。第三步,使用三个不同的管理模拟游戏(TOPSIM-General Management,TOPSIM-Marketing,TOPSIM-easy Management)基于来自中国,美国和德国的参与者进行的实证研究检验了典型管理模拟游戏的学习成果。

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