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Business Game
Business game (also called business simulation game) refers to simulation games that are used as an educational tool for teaching business. Business games may be carried out for various business training such as: general management, finance, organizational behavior, human resources, etc. Often, the term "business simulation" is used with the same meaning. A business game is defined as "a game with a business environment that can lead to one or both of the following results: the training of players in business skills (hard and/or soft), or the evaluation of players' performances (quantitatively and/or qualitatively)". Business games are used as a teaching method in universities, and more particularly in business schools, but also for executive education. Simulation are considered to be an innovative learning method, and are often computer-based. History Computer-supported business simulation originated from military war games, and came into existence during the late 1950's. B ...
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Simulation Game
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 ...
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Beer Distribution Game
The beer distribution game (also known as the beer game) is an educational game that is used to experience typical coordination problems of a supply chain process. It reflects a role-play simulation where several participants play with each other. The game represents a supply chain with a non-coordinated process where problems arise due to lack of information sharing. This game outlines the importance of information sharing, supply chain management and collaboration throughout a supply chain process. Due to lack of information, suppliers, manufacturers, sales people and customers often have an incomplete understanding of what the real demand of an order is. The most interesting part of the game is that each group has no control over another part of the supply chain. Therefore, each group has only significant control over their own part of the supply chain. Each group can highly influence the entire supply chain by ordering too much or too little which can lead to a bullwhip effec ...
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Learning Methods
Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved. Human learning starts at birth (it might even start before in terms of an embryo's need for both interaction with, and freedom within its environment within the womb.) and continues until death as a consequence of ongoing interactions between people and their environment. The nature and processes involved in learning are studied in many established fields (including educational psychology, neuropsycholo ...
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Training Simulation
In business, training simulation is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. They are also common in academic environments as an integrated part of a business or management course. The word simulation implies an imitation of a real-life process, usually via a computer or other technological device, in order to provide a lifelike experience. This has proven to be a reliable and successful method of training in thousands of industries worldwide. They can be used both to allow specialization in a certain area, and to educate individuals in the workings of the sectors as a whole, making training simulations versatile. Training simulations are not just games; their aim is to educate and inform in an exciting and memorable way, rather than purely to entertain. __TOC__ Purpose Companies ...
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Simulations And Games In Economics Education
A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange". Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality). A game is a simulation game if its rules refer to an empirical model of reality." A properly built simulation game used to teach or learn economics would closely follow the assumptions and rules of the theoretical models within this discipline. __TOC__ In economics education Economics education studies recommend the adoption of more active and collaborative learning methodologies (Greenlaw, 1999). Simkins (1999) stated "… ''teaching practices, which rely heavily on the lecture format, are not doing enough to develop students' cognitive learning skills, attract good students to economics, and motivate t ...
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Serious Game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition. History The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The ...
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Roleplay Simulation
Roleplay simulation is an experiential learning method in which either amateur or professional roleplayers (also called interactors) improvise with learners as part of a Simulation, simulated scenario. Roleplay is designed primarily to build first-person experience in a safe and supportive environment. Roleplay is widely acknowledged as a powerful technique across multiple avenues of training and education. History Howard Barrows invented the model for medical patient role-playing in 1963 at University of Southern California. This program allowed doctors practice taking medical histories and conducting physical examinations by participating in a one-on-one scenario with a role-player. The role-players (called Simulated patient, Standardized Patients or SP) were also trained on providing performance evaluations after the fiction of the scenario was complete. Barrows continued to evolve this model, eventually bringing it to other physicians in the 1970s, and into the academic world ...
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Project Management Simulation
Project management simulation is simulation used for project management training and analysis. Project management simulation is often used as training simulation for project managers. In other cases it is used for what-if analysis and for supporting decision-making in real projects. Frequently the simulation is conducted using software tools. Training Project management simulation for training is an interactive learning activity, frequently practiced as a group exercise. The purpose of the simulation is to impart to students the competencies (i.e. knowledge, skills, and attitudes) that will ultimately improve their performance.Salas, E., Wildman, J. L., Piccolo, R. F. (2009). "Using simulation-based training to enhance management Education", Academy of Management Learning & Education, 8, 559–573. It confronts trainees with the situations and problems that arise in real world projects. Trainees see the consequences of the decisions they make. They can track the evolution of the p ...
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Military Simulation
Military simulations, also known informally as war games, are simulations in which theories of warfare can be tested and refined without the need for actual hostilities. Military simulations are seen as a useful way to develop tactical, strategical and doctrinal solutions, but critics argue that the conclusions drawn from such models are inherently flawed, due to the approximate nature of the models used. Many professional analysts object to the term ''wargames'' as this is generally taken to be referring to the civilian hobby, thus the preference for the term ''simulation''. Simulations exist in many different forms, with varying degrees of realism. In recent times, the scope of simulations has widened to include not only military but also political and social factors, which are seen as inextricably entwined in a realistic warfare model. Whilst many governments make use of simulation, both individually and collaboratively, little is known about it outside professional circles ...
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Friday Night At The ER
Friday Night at the ER is an experiential team-learning game. Played on game boards at tables with four players per board, each gameplay session is followed by a detailed debriefing in which participants relate the simulation experience to their own work and gain insights for performance improvement. The game simulates the challenge of managing a hospital during a 24-hour period. Players perform distinct functions, but they come to realize that they also depend on one another. While the game was designed to teach systems thinking, it has served diverse learning objectives across many industries and cultures. Each session includes 1.5 hours of game play followed by approximately 1.5 to 2 hours of debrief and discussion. Background The Friday Night at the ER game was developed in 1992 by Breakthrough Learning, Inc., a consulting and training firm based in Morgan Hill, California. Its initial purpose was to broadly teach people to think systemically, collaborating across functiona ...
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Intopia
Intopia (or INTOPIA) is a strategic management simulation tool in the form of a business game, and is used in a variety of undergraduate and graduate university courses. It is used to teach students the concepts of strategic management of multinational businesses in a simulated world of up to four "nations". The number of participant executives or students can range from 9 to 100+, and are divided into 3−25 teams, each managing a company. The participants practice their skills over a few hours, receiving immediate feedback on their decisions. Intopia has been used as a tool in teaching business strategy in universities in over 55 countries, including 18 in the U.S. A positive 1995 review by Peter Palij of Columbia University concluded that the tool is "a benchmark for measuring other competitive simulations". History Development of management simulation software began at the University of Chicago in the early days of academic computing. This work led by Hans B. Thorelli an ...
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Education
Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Various researchers emphasize the role of critical thinking in order to distinguish education from indoctrination. Some theorists require that education results in an improvement of the student while others prefer a value-neutral definition of the term. In a slightly different sense, education may also refer, not to the process, but to the product of this process: the mental states and dispositions possessed by educated people. Education originated as the transmission of cultural heritage from one generation to the next. Today, educational goals increasingly encompass new ideas such as the liberation of learners, skills needed for modern society, empathy, and complex vocational skills. Types of education are commonly divided int ...
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