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Article
Publication date: 1 March 2001

Sandi Mann

144

Abstract

Details

Leadership & Organization Development Journal, vol. 22 no. 2
Type: Research Article
ISSN: 0143-7739

Keywords

Abstract

Details

From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

Article
Publication date: 24 November 2022

Tobias Endress, Anton Pussep and Markus Schief

This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to…

Abstract

Purpose

This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making). The simulation is designed to engage students, facilitate group work in teams and actively apply the knowledge from the lectures.

Design/methodology/approach

Qualitative research methods and a pilot version of the simulation game in an actual classroom setting were used. The primary LO was to apply decision-making in groups and experience the consequences of decisions on business success. The students were assigned randomly to five groups representing different competing companies.

Findings

This study revealed that a simulation game with a reduced scope can facilitate interaction and participation in online lectures. It demonstrated that it is possible to obtain the main benefits of simulation-based learning with a simple game that consists of few decision variables and requires minimal training.

Research limitations/implications

There are limitations to this pilot study, some of which need to be address in future research. One limitation is the small number of participants (21). Another limitation is that all participants were from a class at an Asian university. While adding to existing research that focused primarily on Anglo-America and Europe, this study’s approach should be evaluated with more subjects from varying cultural backgrounds to validate the findings. The evaluation could be improved with more participants but also additional questions to measure how and why this study’s approach benefits learning success. E.g. it should be explored what component of decision-making or group learning was most significant. With this, it would also be interesting to explore incremental learning and learning across groups along the study duration.

Practical implications

The simulation game can be used in business education. Students enjoyed the interaction with their peers and the instructor. The students stated that it was a good learning experience for them and they made good learning progress.

Originality/value

The prototype demonstrated the general feasibility and the smooth handling of the practical application and integration in online lectures. The aim to develop a serious simulation game for online classes was achieved. It was possible to obtain the main benefits of simulation-based learning with a simple game that consists of few decision variables and therefore requires minimal training and time.

Details

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

Keywords

Article
Publication date: 13 October 2022

Ya-Lun Yu, Ting Ting Wu and Yueh-Min Huang

This paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two…

Abstract

Purpose

This paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media.

Design/methodology/approach

In this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR).

Findings

The control group using the card game was careful to find the correct answer, with the intention of “obtaining the maximum score with the highest rate of correctness,” whereas the experimental group using the AR board game played aggressively by “obtaining the maximum score with the highest number.”

Research limitations/implications

Although integrating an AR board game into the curriculum is an effective approach, the need to implement such a game in response to different learning attitudes and behaviors of students should be addressed.

Practical implications

Depending on the learning situation, different teaching methods and aids can be used to help students effectively learn. The recommendations based on this experiment can broaden the teaching field and allow for a wider range of experimental studies.

Originality/value

Learning behavior was observed, and user attention was interpreted using MindWave Mobile.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 2 May 2017

Federico Barnabè, Maria Cleofe Giorgino, Jacopo Guercini, Caterina Bianciardi and Vincenzo Mezzatesta

This paper aims to stimulate interest in the potentials of serious games within organizations. Through the examination of a case study, emphasis is given to serious games

Abstract

Purpose

This paper aims to stimulate interest in the potentials of serious games within organizations. Through the examination of a case study, emphasis is given to serious games designed for health care (HC) organizations that are adopting lean thinking principles and tools.

Design/methodology/approach

The paper discusses how serious games can be designed and implemented in practice by describing a case study based on a HC organization. The program, now in its second year, has been used extensively to train HC professionals.

Findings

The article is based on the authors’ firsthand experience with serious games and the outcome of several projects carried out in the HC setting under analysis. Serious games were found to be powerful training and management development tools as well as engaging environments for professionals. Specifically, The Lean Healthcare Lab supported professionals in their use and implementation of several Lean principles and techniques.

Research limitations/implications

The article suggests the opportunity to evaluate the effectiveness of serious games also to improve team performance and develop leadership skills.

Practical implications

Serious games have an enormous potential in sustaining processes of both individual and organizational learning, as well as facilitating improved teamwork. Moreover, serious games are very effective educational tools when compared to more conventional programs.

Originality/value

The approach described in this study can be used to design and implement serious games in any type of organization, in particular, those employing highly skilled professionals. Additionally, this article highlights how serious games can provide learners with a simulated close-to-reality environment where they are challenged to develop policies and use a variety of Lean and management tools.

Details

Development and Learning in Organizations: An International Journal, vol. 31 no. 3
Type: Research Article
ISSN: 1477-7282

Keywords

Article
Publication date: 1 January 1978

DCF LLOYD

This short introduction to business (or management) games is intended, as its title implies, for those teachers, tutors and training instructors who have little or no…

Abstract

This short introduction to business (or management) games is intended, as its title implies, for those teachers, tutors and training instructors who have little or no experience of business games or their use and construction. It is not intended to be fully comprehensive but it is designed to give a background knowledge of major aspects of games which would be useful. It is hoped that even those more experienced in the use of games will find one or two points of interest in it.

Details

Industrial and Commercial Training, vol. 10 no. 1
Type: Research Article
ISSN: 0019-7858

Article
Publication date: 11 September 2017

Mark Chen

This paper aims to describe how a novice to game design pushed theory about what makes a good game.

239

Abstract

Purpose

This paper aims to describe how a novice to game design pushed theory about what makes a good game.

Design/methodology/approach

The game in question was developed in Twine for an introductory undergraduate course in interactive media.

Findings

It featured very little player agency, which ironically served to give players a richer experience.

Originality/value

That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.

Details

On the Horizon, vol. 25 no. 4
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 1 May 1990

D. Sculli and K.C. Hau

Many graduates, especially those in the more practical disciplines such as engineering and social science, often take up employment in a manufacturing or service…

Abstract

Many graduates, especially those in the more practical disciplines such as engineering and social science, often take up employment in a manufacturing or service enterprise, doing work of a managerial/administrative nature. Even recent graduates will often find themselves managing a sub‐system of an organisation such as materials purchasing, finished stocks, or quality control. This is particularly true in the smaller companies of the developing countries, where the graduate is usually one of a few professional employees reporting directly to the owners.

Details

Management Research News, vol. 13 no. 5
Type: Research Article
ISSN: 0140-9174

Article
Publication date: 1 January 2012

Tisha Freer

As part of an ongoing employer brand initiative, Evviva Brands developed My Marriott Hotel, a culinary social media game, for Marriott International that launched on…

3309

Abstract

Purpose

As part of an ongoing employer brand initiative, Evviva Brands developed My Marriott Hotel, a culinary social media game, for Marriott International that launched on Facebook in June 2011. This article seeks to focus on this initiative.

Design/methodology/approach

Global research insights identified social media and gaming as primary in‐home activities and a path for repositioning the Marriott brand with internal and external target audiences. Focus groups, interviews and ethnographic observations led to key game‐play and design components that would ensure the game delivered operations realities as well as entertainment value.

Findings

The game was designed as a tool for reaching employment candidates in countries like China and India where the service industry is growing but hospitality is not a highly sought career. By managing a virtual hotel kitchen including staff, supplies and ingredients, players are given insights into the world of hospitality and a culinary career at Marriott.

Practical implications

By relying on target audience insights to build a business case, the project received support from key executive leaders throughout the process and their involvement generated over $500,000 in media exposure during the first few weeks of game launch.

Originality/value

As first to market with a hospitality simulation game, numerous observations can be made about the processes that lead to successful game development and global deployment on Facebook's API.

Details

Strategic HR Review, vol. 11 no. 1
Type: Research Article
ISSN: 1475-4398

Keywords

Article
Publication date: 25 September 2009

Chaipong Pongpanich, Tanasak Krabuanrat and Kim Hua Tan

The purpose of this paper is to investigate and gain insights into the use of computer simulations and games in business schools in Thailand. In addition, it aims to

Abstract

Purpose

The purpose of this paper is to investigate and gain insights into the use of computer simulations and games in business schools in Thailand. In addition, it aims to compare the findings in Thailand with the study carried out in the UK.

Design/methodology/approach

A total of 700 questionnaires were sent to the 35 universities in Thailand that offer MBA degrees. This survey achieved a response rate of 23 percent.

Findings

The usage of simulation games in business schools in Thailand is still at an early stage of development. The primary reason to use such tools in both Thailand and the UK is that they help to increase students' interaction and teamwork. Meanwhile, lack of information on simulation games is major obstacle of using simulation games in their classroom teaching. However, the demand for computer simulations and games in the classroom is likely to increase in the future.

Research limitation/implications

The study provides good platform for further in‐depth study on this topic in Thailand. As for practical implication, it suggests a need for more collaboration between industry and academia so that simulation games will be developed to fit with the teaching courses.

Originality/value

This study highlights the key factors underpinning the usage of these new tools in classroom teaching in the Thai context.

Details

On the Horizon, vol. 17 no. 4
Type: Research Article
ISSN: 1074-8121

Keywords

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