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AN EMPIRICAL EVALUATION OF THE EFFECTIVENESS OF A SIMULATION GAME IN TEACHING INTERNATIONAL BUSINESS

机译:模拟游戏在国际商务教学中有效性的实证评估

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摘要

Each year, research brings forth new concepts and theories which must be incorporated into the common body of knowledge called business administration. Currently, business schools are under pressure from the AACSB to increase the international business content of the core courses. In response to this pressure, business simulation games are being widely adopted to aid in the teaching process without verification of their worth as a learning medium. Much of their popularity is based on their recognized ability to generate student interest and motivation, an almost unanimous research finding, and on their face validity as an effective learning environment. However, there is almost no agreement concerning their actual validity as an effective learning medium. If games are to be used effectively as pedagogic tools, we should learn more about their effectiveness, their strengths and weaknesses, in order to integrate them with other teaching media into an effective teaching system.;Seventy business majors, at the senior policy level, were divided into two groups; one of which played a domestic policy game, the other played an international business policy game. Neither group had any significant prior introduction to either international business or simulation games. The students were given a pre-test and a post-test multiple-choice examination consisting of sixty-eight international business questions; they were also asked to answer essay questions on the midterm and final examinations and to analyze case problems on the same subject.;The essay test results showed that students in the different test groups were sensitized to critical issues related to their respective business environments, either domestic or international. In response to general essay questions on planning, for instance, the multinational competitors expressed concern for inflation and expropriation; their domestic counterparts were more concerned with raw material shotages and labor costs. In responding to specific international questions, the multinational group provided decidedly superior answers to those questions which were related to the gaming experience. In the case study analysis, the between-group differences were evident only when the problem was closely related to the game.;Although the objective questions were somewhat less sensitive to between-group differenes, the analysis of these questions supported the findings from the essay data, providing a degree of internal validity for the study. A factor analysis was used to examine the underlying structure of the two groups' answers on the pre-test and post-test. Changes in the factor structure strongly support the contention that the simulations provided an effective learning environment.;The major conclusion drawn from this study indicates that the widely used business simulation does indeed sensitize its users to critical international business issues that are an integral part of the game's decision-making tasks; the game appears to be an effective learning tool that requires a minimum of overlap with other media. The redundancy between the game and lecture can be reduced with confidence.;Areas in which questions remain include th instructor's role. Can limited instructional time be used more advantageously performing a game feedback function, as indicated in prior studies, or lecturing on new material as indicated herein? Another area of interest is the development of simulation oriented test instruments. The typical textbook instructor's manual supplies test questions that may be poorly suited to the measurement of experiential learning.;In conclusion, this study leads us to the belief that the simulation is an important and valuable learning tool. Questions still remain concerning just how games do what they do. Exciting and valuable contributions are yet to be made.
机译:每年,研究都会提出新的概念和理论,必须将这些新概念和新理论纳入称为业务管理的公共知识体系中。当前,商学院正受到AACSB的压力,要求增加核心课程的国际商务内容。为了应对这种压力,商业模拟游戏被广泛采用来辅助教学过程,而没有验证其作为学习介质的价值。他们的受欢迎程度主要是基于他们产生学生兴趣和动机的公认能力,几乎一致的研究发现以及他们作为有效学习环境的面部有效性。但是,关于它们作为有效学习媒介的实际有效性,几乎没有共识。如果要将游戏有效地用作教学工具,我们应该更多地了解游戏的有效性,优势和劣势,以便将它们与其他教学媒体整合到有效的教学系统中。七十个商业专业的高级政策水平的学生,分为两组;其中一个玩国内政策游戏,另一个玩国际商业政策游戏。两家公司都没有对国际业务或模拟游戏进行过任何重要的介绍。对学生进行了包括68个国际商务问题在内的测验前测验和测验后测验。他们还被要求回答期中和期末考试中的作文问题,并分析同一主题的案例问题。作文测试结果表明,不同测试组的学生对与各自业务环境有关的关键问题敏感。国内或国际。例如,在回答有关规划的一般性问题时,跨国竞争者对通货膨胀和没收表示关注;他们的国内同行更加关注原材料短缺和人工成本。在回答特定的国际问题时,跨国集团对与游戏体验有关的那些问题提供了绝对出色的答案。在案例研究分析中,只有当问题与博弈密切相关时,组间差异才明显;尽管客观问题对组间差异的敏感度较低,但对这些问题的分析支持了本文的结论数据,为研究提供了一定程度的内部有效性。因子分析用于检查两组在测试前和测试后答案的基本结构。要素结构的变化有力地支持了模拟提供有效学习环境这一论点。这项研究得出的主要结论表明,广泛使用的商业模拟确实确实使其用户对关键的国际商业问题敏感,而国际商业问题是该框架不可或缺的一部分。游戏的决策任务;游戏似乎是一种有效的学习工具,要求与其他媒体的重叠最少。可以放心地减少比赛和演讲之间的重复。;剩下的问题包括指导者的角色。有限的教学时间是否可以更有利地用于执行游戏反馈功能(如先前的研究所述)或讲授此处所述的新材料?另一个有趣的领域是面向仿真的测试仪器的开发。典型的教科书教师手册提供的测试问题可能不太适合体验式学习的测量。总之,本研究使我们相信模拟是一种重要且有价值的学习工具。关于游戏如何发挥作用仍然存在疑问。激动人心且有价值的贡献尚待做出。

著录项

  • 作者

    KLEIN, RONALD DEAN.;

  • 作者单位

    Georgia State University.;

  • 授予单位 Georgia State University.;
  • 学科 Business administration.
  • 学位 Ph.D.
  • 年度 1980
  • 页码 265 p.
  • 总页数 265
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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