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BaFa' BaFa'
BaFá BaFá is a face-to-face learning simulation (game), invented by Dr. R. Garry Shirts in 1974, who also invented StarPower StarPower is an educational game for 12 to 35 players, designed by R. Garry Shirts for Simulation Training Systems in 1969. The game combines chance and skill at trading to establish a score. Players are assigned categories based upon their r ..., and is published by Simulation Training Systems, Inc. The simulation is intended to improve participants' cross- cultural competence by helping them understand the impact of culture on the behavior of people and organizations. Participants experience "culture shock" by traveling to and trying to interact with a culture in which the people have different values, different ways of behaving and different ways of solving problems. Versions There are three versions, one for high schools, charities and universities, one for middle school aged children called RaFá RaFá, and a professional version for busine ...
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Simulation
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the computer simulation, simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed bu ...
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StarPower (game)
StarPower is an educational game for 12 to 35 players, designed by R. Garry Shirts for Simulation Training Systems in 1969. The game combines chance and skill at trading to establish a score. Players are assigned categories based upon their relative scores, with the highest scoring category being able to change the rules. The game is designed to illustrate the behavior of human beings in a system that naturally stratifies them economically or politically. Play Players randomly draw lots of colored chips. These chips have different number value based on their color. Players are given the opportunity to trade these chips to increase their point total. Players are told to not share information about their chips. While players are told that the group assignment is based on "achievement" or "merit", the initial distribution dominates the resulting scores. Each round, players draw random colored chips and trade them for sets of points. At the end of each round players are as ...
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Cultural Competence
Cultural competence, also known as intercultural competence, is a range of cognitive, affective, and behavioural skills that lead to effective and appropriate communication with people of other cultures.Deardorff, D. K. (2009). ''The Sage handbook of intercultural competence''. Thousand Oaks, Calif: Sage Publications.Alizadeh, S., & Chavan, M. (2016). Cultural competence dimensions and outcomes: a systematic review of the literature. ''Health & Social Care In The Community'', ''24''(6), e117-e130. doi:10.1111/hsc.12293 Intercultural or cross-cultural education are terms used for the training to achieve cultural competence. Effective intercultural communication relates to behaviors that culminate with the accomplishment of the desired goals of the interaction and all parties involved in the situation. Appropriate intercultural communication includes behaviors that suit the expectations of a specific culture, the characteristics of the situation, and the level of the relationship bet ...
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Experiential Learning
Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.Itin, C. M. (1999). Reasserting the Philosophy of Experiential Education as a Vehicle for Change in the 21st Century. ''The Journal of Physical Education'' 22(2), p. 91-98. Experiential learning is often used synonymously with the term "experiential education", but while experiential education is a broader philosophy of education, experiential learning considers the individual learning pr ...
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Simulation Games
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simulation (CMS) is a ...
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Cultural Competence
Cultural competence, also known as intercultural competence, is a range of cognitive, affective, and behavioural skills that lead to effective and appropriate communication with people of other cultures.Deardorff, D. K. (2009). ''The Sage handbook of intercultural competence''. Thousand Oaks, Calif: Sage Publications.Alizadeh, S., & Chavan, M. (2016). Cultural competence dimensions and outcomes: a systematic review of the literature. ''Health & Social Care In The Community'', ''24''(6), e117-e130. doi:10.1111/hsc.12293 Intercultural or cross-cultural education are terms used for the training to achieve cultural competence. Effective intercultural communication relates to behaviors that culminate with the accomplishment of the desired goals of the interaction and all parties involved in the situation. Appropriate intercultural communication includes behaviors that suit the expectations of a specific culture, the characteristics of the situation, and the level of the relationship bet ...
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