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1 – 10 of over 5000This paper aims to present “Bouncecasting,” a seminar gaming foresight approach useful for examining “wicked problems” where the path to the future is uncertain and malleable and…
Abstract
Purpose
This paper aims to present “Bouncecasting,” a seminar gaming foresight approach useful for examining “wicked problems” where the path to the future is uncertain and malleable and where major stakeholders may have different preferences for different futures. The approach gets its name because it goes back and forth between forecasting and backcasting, provides for give and take among different groups of stakeholders and creates and compares multiple scenarios depicting plausible futures.
Design/methodology/approach
After defining Bouncecasting, presenting its main features and providing a recommended way of conducting Bouncecasting studies, the approach is illustrated by four Bouncecasting projects conducted between 1998 and 2004.
Findings
The four projects taken together show that Bouncecasting can be used to address a range of wicked problems in a practical way. The projects considered in sequence show the evolution of the method.
Originality/value
Bouncecasting is a way of doing foresight that examines in an integrated way multiple characteristics of a policy problem, thereby providing promising solutions for complex issues. Although there have been over a dozen Bouncecasting studies conducted by the author and different sets of colleagues, this is the first general description of the approach.
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This paper aims to describe a proverb game where the themes of work and money introduce participants to world perspectives on handling social transactions and establishing “fair…
Abstract
Purpose
This paper aims to describe a proverb game where the themes of work and money introduce participants to world perspectives on handling social transactions and establishing “fair play” between people.
Design/methodology/approach
Students are involved in a “serious game” where they work in international groups to piece together parts of a linguistic puzzle drawing on the language competencies of the group. They exchange viewpoints about “fair play”. This experiential learning opportunity introduces an ethics and cross-cultural framework into the curriculum.
Findings
The game has been used to “break the ice” at the start of international business programs and allow exchange students greater opportunity to become involved in problem solving activities.
Practical implications
In three versions, the authors have tested over three academic years, the proverb game has allowed the participants to reach the objectives: become involved with international classmates, co-produce cultural knowledge with peers (an alternative to a teacher-driven seminar on culture), develop awareness of cultural self, study world values through proverbs, and examine the importance of rule-based behavior and fair play.
Originality/value
To the authors' knowledge, there are no “language” games suitable for the international business classroom whose purpose is actually ethical.
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Information brokerages are operated by entrepreneurs or under the aegis of larger organizations. The UNLV library has established two such services. In spite of careful planning…
Abstract
Information brokerages are operated by entrepreneurs or under the aegis of larger organizations. The UNLV library has established two such services. In spite of careful planning and a demand for business and legal information, the first venture was unsuccessful. The second venture is doing very well. An examination of these two cases provides lessons for future endeavors.
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Elizabeth Goryunova and Daniel M. Jenkins
While scholars recognize that digital technology is a major tool employed by contemporary learners to access knowledge, its full capacity is yet to be utilized. This paper…
Abstract
While scholars recognize that digital technology is a major tool employed by contemporary learners to access knowledge, its full capacity is yet to be utilized. This paper investigates opportunities to increase individual learning engagement and knowledge retention in higher education and corporate environments through integrating educational content with innovative digital technology. Currently, within commonly adopted e-learning platforms, the most utilized online content delivery and student progress assessment tools in leadership education appear to be discussion-based instruction, along with written assignments, and research projects (Jenkins, 2016). To inform leadership educators’ choice in innovative tools for increased effectiveness of instruction, this paper shares an experience of delivering integrated global leadership education pedagogical content (i.e., cross-cultural competency instruction for graduate management class at a U.S.-based public university) within a gamified real-time multiuser learning platform—MyAltis—and discusses implications for leadership education.
– This paper aims to propose a model, based on strategic simulation and scenario planning, to improve the decision-making process in the Brazilian defence area.
Abstract
Purpose
This paper aims to propose a model, based on strategic simulation and scenario planning, to improve the decision-making process in the Brazilian defence area.
Design/methodology/approach
Participants are disposed in three levels: decision-makers team – which goes beyond the Ministry of Defence (and military services) alone and includes other representatives of the executive and legislative branches; political and strategic advisory team – civilian representatives with a broad understanding of the national and international contexts that can contribute to developing insights and shaping the forces that may contribute to the nation’s future; and experts database— experts in fields of interest to national defence, comprising representatives of several sectors and broad areas of knowledge, including scholars, scientists, politicians, military, industry, among others.
Findings
The planning and preparation of national defence strategies require a long-term approach, which is multidisciplinary, participatory and contextualized to the geopolitical and institutional frames of the country.
Research limitations/implications
However, despite many policy papers intentions, defence issues have always been considered a matter for the military arena due to the country’s cultural background.
Practical/implications
Because decisions about defence have long-range impacts and political implications, policy-makers should shape them bearing in mind a complex and politically shared foresight process.
Social/implications
This proposed planning process enables a participatory engagement with some civil organizations and individuals as well as amplifies their commitment in national defence issues.
Originality/value
The proposal is innovative in South America, considering that it encompasses integrated simulations on participatory foresight processes as well as broadened the civilian–military dynamic relationship and the diverse viewpoints in defence implications analysis to include a wider share of the Brazilian society.
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Zhaocheng (Elly) Zeng and Benson Honig
Entrepreneurship education has been largely treated as a pedagogical “black box.” Despite the emergence of popular entrepreneurship models such as business planning, the lean…
Abstract
Entrepreneurship education has been largely treated as a pedagogical “black box.” Despite the emergence of popular entrepreneurship models such as business planning, the lean startup, or business model canvas, neither theoretical nor pedagogical foundations are typically evident. This limits the accumulation of useful evidence that could inform better teaching practices. In this chapter, we develop a set of conceptual models anchored in learning theory regarding how entrepreneurship education should be taught to students. These conceptual models are built on the techniques of entrepreneurship pedagogy such as experiential education. They are developed for three groups of students: students without any entrepreneurship experience, students with previous entrepreneurship experience, and students who are currently running their start-ups. A set of potential variables that could be used for course evaluation purposes is also included. The proposed models meet the needs of students with different levels of entrepreneurship experience. Theoretically, we demonstrate that entrepreneurship students should not be treated as a homogeneous group, as they have different levels of startup experience and different educational needs. Lecturers of entrepreneurship programs could choose the suitable model proposed in this chapter in teaching based on the characteristics of their students. The chapter provides novel insights with regard to how entrepreneurship programs should be designed for students with different levels of entrepreneurship experience.
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J. Bernard Keys, Robert Wells and Al Edge
Reviews briefly the history of management games and outlines themain parts of a game. Lists the best known international managementgames being utilized in the United States…
Abstract
Reviews briefly the history of management games and outlines the main parts of a game. Lists the best known international management games being utilized in the United States. Provides a complete description of the Multinational Management Game (MMG) along with case histories of management development experiences with MMG in Korea, the Pacific Asian Management Programme, The University of Hawaii, The Japan American Institute of Management Science, a programme in Hungary, and an Executive MBA Programme in the United States. Includes excerpts from student experiences within game play and a short review of research validating games as learning environments.
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Frances Scholtz and Suzaan Hughes
The purpose of this paper is to review published research to discern the trends in instructional practices and interventions that educators employ to augment simulation based…
Abstract
Purpose
The purpose of this paper is to review published research to discern the trends in instructional practices and interventions that educators employ to augment simulation based learning in business education.
Design/methodology/approach
Qualitative research was conducted using a systematic review of scholarly articles that satisfied inclusion criteria, such as the study reported on a business simulation, discussed educator interventions and instructional practices, was focused on higher education or training, discusses a computer-based simulation and was published between 2007 and 2017.
Findings
Overarching themes evident within the data included: didactic interventions, preparation activities, prompting student reflection, coaching and mentoring, providing feedback, structuring teams, assessments, encouraging collaborative learning and fostering student engagement.
Originality/value
Although there are many systematic reviews of simulation-based learning literature, specifically within the fields of medicine and nursing, most focus on summarising the evidence that simulations are an effective tool to enable learning. To the best of knowledge, there has not been a systematic analysis of the instructional approaches or educational interventions that educators’ choose to include in the structured design of simulation-based courses in business education. This study begins to address the issue of how educators and technology synergistically aim to deliver valuable student learning opportunities.
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Afsaneh Bagheri, Amin Alinezhad and Seyed Mojtaba Sajadi
Entrepreneurship educators have recently employed various computer- and game-based teaching methods to develop students’ entrepreneurship knowledge and competencies. However, our…
Abstract
Entrepreneurship educators have recently employed various computer- and game-based teaching methods to develop students’ entrepreneurship knowledge and competencies. However, our understanding of the learning outcomes (LOs) of such methods for students and specifically gamification teaching techniques is fragmented and underdeveloped. This chapter aimed to narrow the gap by systematically analyzing the peer-reviewed empirical studies on gamification and students’ entrepreneurship LOs (ELOs).
This study employed the systematic literature review method to examine the papers on the intersection between gamification and entrepreneurship education (EE). Some of 80 papers were retrieved from Google Scholar, Web of Science and Scopus databases and 16 papers were included in the final analysis. The papers were analyzed based on the key LOs that teaching entrepreneurship using gamification have for students.
This study found limited literature on the interrelationship between gamification and students’ ELOs. The majority of these studies suggested a positive association between gamification and students’ ELOs. These ELOs were classified into four key groups including cognitive, behavioral, social/interpersonal and skill-based LOs. This analysis explored the huge gap in empirical studies on the impact of gamification on students’ ELOs.
This exploratory study is limited to the systematic review of the empirical researches published in scientific journals. Of the numerous game-based and simulation teaching methods, this systematic analysis focused on gamification and its effects on cultivating entrepreneurial knowledge and competencies in students. Future studies should include published and unpublished papers in other sources (such as books, book chapters, working papers and theses) and other types of technology-based entrepreneurship teaching methods.
Educators and computer-based game designers may use the findings of this study to improve the effectiveness of gamified EE and training programs by connecting the objectives and content of the programs to students’ ELOs and examining if the programs create the intended ELOs in students.
This chapter is one of the first attempts that examines students’ LOs of gamification in EE. This chapter contributes to the limited validated knowledge and understanding of the impact of gamification on ELOs of students.
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Jonathan Lean, Robert Newbery, Jonathan Moizer, Mohamed Haddoud and Wai Mun Lim
This paper investigates how individuals' decision-making approach and perceptions of a game's cognitive realism affect the performance of virtual businesses in a web-based…
Abstract
Purpose
This paper investigates how individuals' decision-making approach and perceptions of a game's cognitive realism affect the performance of virtual businesses in a web-based simulation game.
Design/methodology/approach
Survey data are collected from 274 business simulation game users and is analysed using the fsQCA technique.
Findings
The study identifies three alternative pathways to high and low performance in a business simulation game. Results indicate that a flexible decision-making approach exists in all high performance pathway solutions. Where a game is perceived to be realistic, a more focused decision-making approach is associated with high performance. However, where perceived cognitive realism is absent, a less focused experimental decision-making approach is employed, which increases the chances to achieve low performance. Finally, perceived cognitive realism and an experimental decision-making approach are found to be mutually exclusive for achieving high performance.
Originality/value
Whilst the learning benefits of web-based simulation games are widely acknowledged, the complex interplay amongst factors affecting performance in games is under-researched. Limited research exists on how perceptions of a game's cognitive realism interact with user decision-making approaches to affect performance.
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