Search results

1 – 10 of over 2000
Book part
Publication date: 4 December 2023

André Martinuzzi, Angelo Spörk and Susanne Martinuzzi

Experiential learning focuses on learners, their activities, experiences, and how they process and reflect upon them. Experiential learning about sustainable development in…

Abstract

Experiential learning focuses on learners, their activities, experiences, and how they process and reflect upon them. Experiential learning about sustainable development in general and about Sustainable Development Goals (SDGs) in particular has to consider specific challenges of sustainable development, such as interdisciplinarity, trade-offs, conflicts of interests, ambiguities, as well as the need for critical thinking, creativity, and communication skills. Although experiential learning offers a broad range of benefits, well-documented course designs are rare, especially in business education. The purpose of this chapter, therefore, is to present a course design that we have implemented more than 50 times over the last 10 years. By providing insights into the course design, its main components, and the experiences we have gathered from it, we hope to inspire and motivate other educators to apply similar methods of experiential learning in relation to the SDGs in business education. The modular course concept consists of a kickoff meeting, three thematic trainings, three academic assignments, and two days of simulation games, role-playing, group exercises, and several rounds of reflection and evaluation. In the following sections, we describe the core elements of our course design, provide insights into success conditions and potential pitfalls, explain how the course can be adapted and replicated, and discuss the requirements for experiential learning.

Details

Higher Education for the Sustainable Development Goals: Bridging the Global North and South
Type: Book
ISBN: 978-1-80382-526-7

Keywords

Open Access
Article
Publication date: 29 June 2023

Adam Shore and Track Dinning

This paper outlines a contemporary conceptual framework for the embedding of experiential learning into a business consultancy module. Experiential learning is a fundamental…

2276

Abstract

Purpose

This paper outlines a contemporary conceptual framework for the embedding of experiential learning into a business consultancy module. Experiential learning is a fundamental teaching approach that allows students to apply theory into a working business context.

Design/methodology/approach

As a conceptual and not an empirical paper, the methodological approach was to draw upon the literature reviewed and to build a framework to support student learning through a business consultancy module.

Findings

Exploration of the literature suggests that there are four elements critical to student learning in experiential learning environments: action, reflection, social and context. A framework has been developed utilising these elements with the interaction between the factors being key to developing learning.

Research limitations/implications

So far, the framework is conceptual, and further research is needed to explore its use when staff members are developing these types of modules and to understand the interaction of the factors over the course of the student learning experience.

Originality/value

The originality comes from the intersection and interaction between the core factors in experiential learning, which enables this framework to move thinking beyond more static models and hence work in a more fluid student learning environment.

Details

Journal of Work-Applied Management, vol. 15 no. 2
Type: Research Article
ISSN: 2205-2062

Keywords

Open Access
Article
Publication date: 27 November 2023

Christina O'Connor and Gillian Moran

Integrated marketing communications (IMC) is possibly “the richest and most accessible service-learning experience” in the marketing curriculum (Petkus, 2000, p. 68). Yet, despite…

Abstract

Purpose

Integrated marketing communications (IMC) is possibly “the richest and most accessible service-learning experience” in the marketing curriculum (Petkus, 2000, p. 68). Yet, despite this recognition, scholars and practitioners continue to lament the pronounced theory-practice gap between how IMC is taught and the practice of it in industry (Schultz and Patti, 2009; Kerr and Kelly, 2017). This research embeds IMC practice within a classroom setting and subsequently explores student marketers' perceptions of their skill development through experiential client-based learning.

Design/methodology/approach

An in-depth qualitative study demonstrates the value of integrating experiential learning within an IMC course, captured through students' reflective practice.

Findings

Evidence suggests that experiential, client-based projects are suitable for fostering key practice-based skills in the classroom through students “experiencing” IMC at work. However, this is not always easy. In fact, building key skills such as leadership, motivation, communications, organisation and teamwork presents various challenges for students, whilst students appear unaware of other pertinent skills (e.g. persuasion, critical thinking) gained through exposure to “real-world” IMC tasks.

Practical implications

Instructors adopting experiential learning in the marketing classroom have an opportunity to actively design tasks to embed key workplace skills to bridge the theory-practice gap. Client-based projects offer fertile ground for students to experience marketing in action whilst ultimately bolstering their confidence in their workplace skills.

Originality/value

This research contributes to the marketing education literature and acknowledges the importance of embedding key workplace skills into the contemporary marketing curriculum. An overview of challenges and solutions for instructors seeking to adopt experiential learning via client-based projects in the IMC classroom is presented within this research.

Details

Higher Education, Skills and Work-Based Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2042-3896

Keywords

Book part
Publication date: 15 January 2024

Corey Seemiller and Meghan Grace

This chapter explores Generation Z's perceptions of learning. Learning can be viewed from three distinct lenses: effectiveness, enjoyment, and engagement of various modalities…

Abstract

This chapter explores Generation Z's perceptions of learning. Learning can be viewed from three distinct lenses: effectiveness, enjoyment, and engagement of various modalities. Modalities include demonstrated (watch in person), video-based (watch online), intrapersonal (independent), interpersonal (in collaboration with others), social (among others but not working together), and experiential (doing). Effectiveness involves the extent that a certain modality is effective for learning. Enjoyment is reflective of preference and satisfaction with different modalities. Finally, engagement is the actual utilization of specific modalities.

Open Access
Article
Publication date: 13 July 2023

Elizabeth M. Heyworth-Thomas

Simulation in education has been well documented. Business simulation games (BSGs) are often digital and run by a third-party provider. This can create barriers to engagement from…

1066

Abstract

Purpose

Simulation in education has been well documented. Business simulation games (BSGs) are often digital and run by a third-party provider. This can create barriers to engagement from educator and student perspectives. This paper explores a facilitator-led BSG, posing the question: can facilitator-led BSGs provide practical experiential learning experiences within a taught setting.

Design/methodology/approach

Exploratory inductive research recruited a sample of 45 student participants, an external examiner and a module leader. Qualitative data were collected using focus group discussion, participant obsession and facilitator reflection. Mixed-method feedback forms were also used.

Findings

The facilitator-led BSG offered a flexible approach to challenge or problem-based learning, experiential learning, collaborative learning and critical reflection. Student feedback was positive, and there was an increase in engagement within all elements of the module.

Originality/value

This paper presents a case study example of the implementation of a facilitator-led BSG, providing an alternative solution for teaching practitioners to structured simulations run by third-party hosts. This paper highlights a flexible approach to student-centric experiential and challenging learning through enterprise education within small-group settings. There are opportunities for further evaluation and exploration of the notion, which can be developed from this paper in future works.

Details

Journal of Work-Applied Management, vol. 15 no. 2
Type: Research Article
ISSN: 2205-2062

Keywords

Book part
Publication date: 15 April 2024

Ananth Selvakumar, G. Kumar and K. Santhanalakshmi

Purpose: Nikoletta Taylor and Close, (2022) asserts that a skill gap analysis can be used to determine the lacking skill and carry out recruitment based on that gap. It goes…

Abstract

Purpose: Nikoletta Taylor and Close, (2022) asserts that a skill gap analysis can be used to determine the lacking skill and carry out recruitment based on that gap. It goes without saying that for a student, that would be their first employment, and with internships, there is no way to experience all aspects of the working world.

Need for This Study: When it comes to the recruiter’s expectations and the applicant’s skills, specifically among students, a gap still exists, leading to a need for practical exposure for applicants.

Study Design/Methodology/Approach: A quantitative study was adopted. A questionnaire was prepared with constructs and variables from the review and a total of 403 responses was collected from reputed institutions in Tamil Nadu.

Findings: This study reveals that skill development is needed; it is found that experiential learning through the gamification process is a suitable learning strategy. The experiential learning factors supporting skill development are self-efficacy, outcome expectation, interest, choice actions, and performance, followed by review, feedback, and continuous improvement.

Originality/Value: Learning all these factors through the gamification process would give students practical exposure to real-time scenarios of the corporate world. The proposed model gives students experience through gamification and learning activities.

Details

Contemporary Challenges in Social Science Management: Skills Gaps and Shortages in the Labour Market
Type: Book
ISBN: 978-1-83753-170-7

Keywords

Article
Publication date: 25 August 2022

Christina Heidemann and Mikael Søndergaard

The main purpose of this paper is to test the effects of a classical intercultural simulation on participants' ability to modify their behavior in response to collectivistic and…

Abstract

Purpose

The main purpose of this paper is to test the effects of a classical intercultural simulation on participants' ability to modify their behavior in response to collectivistic and individualistic contexts. Moreover, the paper aims to examine moderating effects based on experiential learning and social identity theory.

Design/methodology/approach

The learning effects are evaluated through two separate quasi-experimental studies with 152 master students in business economics at a Danish university and 190 bachelor students in international business at a German university.

Findings

The analysis shows that intercultural simulations with artificial cultures significantly improve participants' ability to modify their behavior depending on cultural context. Participants who identify with an artificial culture that differs radically from their own take greater advantage of the simulation. The overall duration of international experience moderates participants' learning with a U-shaped effect. Culture-specific experience strengthens the positive effect of the simulation. The comparison of the two conducted studies indicates that previous cognitive teaching enhances learning.

Practical implications

The findings demonstrate the effectiveness of intercultural simulations that guide participants through all phases of the experiential learning cycle. Moreover, they underline the importance of assessing participants' cultural backgrounds before the assignment of training groups.

Originality/value

Prior research on intercultural simulations is often based on qualitative methods and mostly limited to affective outcomes, such as motivation and enjoyment of intercultural interactions. By contrast, this paper quantitatively tests to what extent intercultural simulations improve participants' ability to modify behavior depending on culture.

Details

Cross Cultural & Strategic Management, vol. 30 no. 2
Type: Research Article
ISSN: 2059-5794

Keywords

Article
Publication date: 2 April 2024

Annisa Ummihusna, Mohd Zairul, Habibah Ab Jalil and Puteri Suhaiza Sulaiman

Challenges of conducting site visit activities, a vital component of architecture learning during the recent pandemic have proved our unreadiness in facing the digital future. The…

Abstract

Purpose

Challenges of conducting site visit activities, a vital component of architecture learning during the recent pandemic have proved our unreadiness in facing the digital future. The lack of understanding of learning technology has affected the education experience. Thus, there is a need to investigate immersive learning technology such as immersive virtual reality (IVR) to replace students’ concrete experience in the current learning setting. This study aims to answer: (1) What is the influence of IVR in experiential learning (EL) in enhancing the personal spatial experience? (2) Does IVR in EL influence students' approach to learning during the architecture design process?

Design/methodology/approach

The research was conducted as an action research design approach. Action research was employed in the first-year architecture design studio by the lecturer as a practitioner-researcher. The personal spatial experience survey was performed in the earlier phase to identify the students’ prior spatial experience. Architectural Spatial Experience Simulation (ASES) a learning tool was implemented and assessed with Architecture Design Learning Assessment (ADLA) rubric, which was developed to evaluate EL and student’s approach to learning during the architecture design learning process.

Findings

The outcomes revealed that ASES as a learning tool in EL could improve the participants’ spatial experience, particularly those with minimal prior personal spatial experience. ASES was recognized to enhance the participants’ EL experience and encourage changes in student’s approach to learning from surface to deep learning.

Originality/value

This research benefits the architecture design learning process by offering a learning tool and a framework to resolve challenges in performing site visit activities and digital learning. It also contributes by expanding the EL theory and students’ approach to learning knowledge in the architecture education field.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 2 March 2023

Giddeon Njamngang Angafor, Iryna Yevseyeva and Leandros Maglaras

This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security…

Abstract

Purpose

This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security posture as it adapts to remote working because of the Coronavirus 2019 (COVID-19). The pandemic forced businesses to move operations from offices to remote working. Given that this happened quickly for many, some firms had little time to factor in appropriate cyber-hygiene and incident prevention measures, thereby exposing themselves to vulnerabilities such as phishing and other scams.

Design/methodology/approach

The exercise was designed and facilitated through Microsoft Teams. The approach used included a literature review and an experiential learning method that used scenario-based, active pedagogical strategies such as case studies, simulations, role-playing and discussion-focused techniques to develop and evaluate processes and procedures used in preventing, detecting, mitigating, responding and recovering from cyber incidents.

Findings

The exercise highlighted the value of using scenario-based exercises in cyber security training. It elaborated that scenario-based incident response (IR) exercises are beneficial because well-crafted and well-executed exercises raise cyber security awareness among managers and IT professionals. Such activities with integrated operational and decision-making components enable businesses to evaluate IR and disaster recovery (DR) procedures, including communication flows, to improve decision-making at strategic levels and enhance the technical skills of cyber security personnel.

Practical implications

It maintained that the primary implication for practice is that they enhance security awareness through practical experiential, hands-on exercises such as this VIRTTX. These exercises bring together staff from across a business to evaluate existing IR/DR processes to determine if they are fit for purpose, establish existing gaps and identify strategies to prevent future threats, including during challenging circumstances such as the COVID-19 outbreak. Furthermore, the use of TTXs or TTEs for scenario-based incident response exercises was extremely useful for cyber security practice because well-crafted and well-executed exercises have been found to serve as valuable and effective tools for raising cyber security awareness among senior leadership, managers and IT professionals (Ulmanová, 2020).

Originality/value

This paper underlines the importance of practical, scenario-based cyber-IR training and reports on the experience of conducting a virtual IR/DR tabletop exercise within a large organisation.

Article
Publication date: 3 October 2023

Jeffrey W. Alstete

The increasing need for student engagement and the wide availability of digital teaching resources are providing opportunities for careful consideration and planning of…

Abstract

Purpose

The increasing need for student engagement and the wide availability of digital teaching resources are providing opportunities for careful consideration and planning of assignments within and among business management courses. This paper aims to examine implementation strategies for integrating multiple business simulations with gradually increased assignment weighting and coordinated implementation in a university business curriculum.

Design/methodology/approach

A case study research design with a pattern-matching logic is used to represent a critical test of formulated programmatic and learning theories that have a set of propositions and circumstances with which the proposals are believed to be true. Applied digital management education tools used in a graduated weighting scheme compare an empirically-based pattern with a predicted pattern.

Findings

Systemic program-wide implementation of teaching resources such as simulations, microsimulations and application-based activity role-playing assignments can deliver engaging internal course and coordinated management program experiential-type learning. Carefully planning graduated assignment weights can be a practical strategy for using a low-risk approach to enhance experiential learning.

Practical implications

The strategies proposed provide a practical approach for controlling the learning pace and facilitating low-risk experiential learning through the modern digital business education landscape.

Originality/value

This paper investigates innovative implementation ideas to strategically arrange simulation assignments that can enhance success and prepare students future management work-based training. It explores the value of incorporating different types of business simulations and advanced active learning activities to provide students with engaging experiential learning experiences.

Details

Journal of International Education in Business, vol. 16 no. 3
Type: Research Article
ISSN: 2046-469X

Keywords

1 – 10 of over 2000